https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Zibby&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T16:13:51ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Spellsyphon_(5e_Equipment)&diff=1762841Spellsyphon (5e Equipment)2023-09-12T19:34:42Z<p>Zibby: /* Arcane Cannons (0 - 6, 10,000 GP/ea) */</p>
<hr />
<div>==Spellsyphon==<br />
''90,000 - 200,000 GP''<br />
<br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Spellsyphon<br />
|type=Vehicle<br />
|rarity=Legendary<br />
|attunement=Some abilities require attunement by a creature with one or more spell slots<br />
|description=Spellsyphon - May be attuned by a creature with spell slots.<br />
<br />
This small ship looks much like a sailing ship with arcane engines instead of sails. While a creature is attuned to the helm, the ship itself creates a pocket of breathable air that extends 20 feet out from the vessel in all directions and travels with it, as well as gravity oriented to the decks.<br />
}}<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!<!--link to an image--><br />
|-<br />
|<!--image caption--><br />
|}<br />
<br />
{| class="5e"<br />
|+ Vehicle Stat Block<br />
! STR !! DEX !! CON !! INT !! WIS !! CHA<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14 (+2) || 16 (+3) || 12 (+1) || 0 || 0 || 0<br />
|}<br />
<br />
;Creature Capacity<br />
7 Crew, 20 passengers<br />
<br />
;Cargo Capacity<br />
1 ton of goods<br />
<br />
;Damage Immunities<br />
poison, psychic, necrotic<br />
<br />
;Condition Immunities<br />
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious<br />
<br />
===Hull (1, 15,000 GP)===<br />
Gargantuan vehicle (50 ft. by 20 ft.)<br />
Armor Class 15<br />
<br />
Hit Points 250<br />
<br />
Damage Threshold 15 (each instance of 15 damage or less is negated, all others deal damage as normal)<br />
<br />
===Spellsyphon Helm (1, 50,000 GP)===<br />
Armor Class 16<br />
<br />
Hit Points 50, three-quarters cover if the hull has at least half its total hit points (otherwise no cover).<br />
<br />
Use an action to use one movement ability of the syphon engine, spending both the movement and reaction of the vessel. If a creature is attuned to the vessel, another creature may only use the helm if the attuned creature allows it, is unconscious, or is otherwise incapacitated.<br />
A creature that is attuned to the spellsyphon can use the helm from anywhere on the ship. If the helm is destroyed, the vessel can’t turn or change speed.<br />
<br />
;Active Shield:<br />
As a reaction, spend a spell slot to power the shields, granting a +5 AC to the vessel and it's components for a number of rounds equal to the level of spell slot spent.<br />
<br />
===Syphon Engines (1 - 2, 25,000 GP/ea)===<br />
Armor Class 18<br />
<br />
Hit Points 100, full cover if the hull has at least half its total hit points (otherwise no cover).<br />
<br />
;Spell Syphon:<br />
As an action, fuel the syphon engine by touching it and expending a spell slot of any level. The engine’s syphon level is equal to the spell slot spent, and lasts one hour per level of spell slot or until another spell slot is syphoned into the engine, replacing the current one and renewing the duration appropriate for the new spell slot. When a syphoned spell slot runs out, that engine returns to standby, granting only base speed. If all engines are destroyed, the vessel immediately crashes.<br />
<br />
;Tactical Speed (air/space):<br />
Speed of up to 10 ft. per engine + 10 ft. per engine syphon level with up to one 90 degree turn per round.<br />
<br />
;Tactical Speed (water):<br />
Speed of up to 10 ft. per engine + 5 ft. per engine syphon level with up to one 90 degree turn per round.<br />
<br />
;Cruising Speed (air/space):<br />
Speed of up to 10 mph per engine, up to one 45 degree turn per minute.<br />
<br />
;Plane shift (space):<br />
Spend a total of 7 or more spell levels using one or two spell slots. Transport the vessel as the spell plane shift, but the whole ship and its contents are transported instead of you and up to eight willing creatures. You must be in space to use plane shift, and you must travel to the space near another plane. You can instead transport to or from a teleportation circle if the circles are specially created big enough for the ship.<br />
<br />
===Arcane Cannons (0 - 6, 10,000 GP/ea) ===<br />
Armor Class 15<br />
<br />
Hit Points 75 each, half cover if the hull has at least half its total hit points (otherwise no cover).<br />
<br />
;Ranged Spell Attack:<br />
Range 250/1,000 ft., one target.<br />
<br />
You may power an arcane cannon as you would an engine, with each cannon having it's own syphon level equal to the level of spell slot used.<br />
Hit: 1d6 per engine + d6 per syphon level force damage.<br />
<br />
===Shield Projector (0 - 1, 25,000 GP) ===<br />
Armor Class 20<br />
<br />
Hit Points 100, full cover if the hull has at least half its total hit points (otherwise half cover).<br />
<br />
;The shield projector grants a maximum number of Temporary Hit Points to the Hull of the vessel up to ten times the current total syphon level of all powered components. If the syphon level decreases, the maximum number of Temporary Hit Points decreases as well. Each time a spell slot is syphoned into the shield projector or another component, the Temporary Hit Points increase by ten times the level of spell slot syphoned (they are not replaced as usual).<br />
<br />
If another source would grant temporary Hit Points to the hull of the spell syphon, the creature that is attuned to the helm may choose which source to keep the temporary Hit Points from. If no creature is attuned to the ship, the caster chooses.<br />
<br />
As long as the hull has temporary Hit Points, The shield projector grants a +2 bonus to the AC of the hull and each other attached module.<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Mounts and Vehicles|Magic Mounts and Vehicles]][[Category:User]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=The_Ancients_(Voidhaven_Supplement)&diff=1747707The Ancients (Voidhaven Supplement)2023-07-20T19:41:33Z<p>Zibby: </p>
<hr />
<div>;;The beginning<br />
<br />
<br />
;Ithil-Naur<br />
<br />
She woke in the midst of the void long before she had a name, waiting quietly and watching each of the planes. Many flourished with life while others seemed like the emptiness of home. Seeing the peoples that lived on each plane, she began to consider allowing other life to join her. For a fleeting eon, She wished for people of her own, but she was patient. While She watched the planes, She saw the mines, machines, and wars that slowly consumed them. She thought of a perfect place nearby that she could care for, and with that thought, created Haven. Once complete and full of life, she chose to always watch over this new plane. And watch she did, circling slowly, reflecting a soft, cool light on all the inhabitants below, but she grew tired from her efforts, and knew she would have to sleep. First she gave birth to Order, who would watch over the plane during her slumber, but Order could not leave her people alone, always prodding them onto “perfection”. She liked her people how they were, and so it was that she bore Chaos, to keep a balance.<br />
<br />
Haven’s Mother slept until the war between Chaos and his older sister Order woke her, only two milenia after she had closed her eyes. Looking at the once-beautiful Haven she had left when she began her rest, she trembled with rage. Destruction and ruin were rampant, and life from other planes had been brought, while some of her own had been sent to other planes. She summoned her will to wipe clean the plane and start again, but the very life of Haven pleaded with her. They asked, begged, and finally demanded that Haven be left alone, so she let it be, instead opening a door to the void and sending Order and Chaos from her presence, shutting the door and sealing it.<br />
<br />
In honor of what she had done, the life of Haven gave her many names like Ithil-Naur, Mother of all, The watcher, and the Moon. From her place above, she will always watch over her people; the people of Haven.<br />
<br />
;Neith-Sadeh<br />
Known as the Soul Seer, Neith-Sadeh was known by many names, most now forgotten. She shed no tears when her older brother, Chaos, was cast into the void, taking his place. Those who follow her are most often found deep in the black sand deserts of the Waste, or beneath it in the Underdark. While chaotic and whimsical, Neith holds grudges for milenia.<br />
<br />
;Telep-Macil <br />
<br />
The Silver Sword, Ancient of War and Destruction, Telep-Macil Walks in the shadow of Neith-Sadeh, reveling in the chaos<br />
<br />
;Kail-Eruhin <br />
<br />
Known Only as “The Child”, He is believed to be the youngest of the Ancients. His followers are blessed with unnaturally long lives, and of all the ancients, he is rumored to be the only one that still walks among the inhabitants of Haven. This rumor is often perpetuated by exceptionally beautiful women who claim to have been visited by him. Although it is impossible to verify thier claims, such women often retain thier beauty well into thier later years. <br />
<br />
<br />
;;Through the Ages<br />
<br />
With their vision of Haven set in motion, the Ancients were content to fade into myth. None know if they are immortal or if they simply had titles and powers they passed on to successors. After the age of clans, worship of the ancients became viewed as more of a cult following and is now shunned in civilized society.<br />
<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Voidhaven (5e Campaign Setting)|Voidhaven]]<br />
<br />
[[Category:5e]]<br />
[[Category:Supplement]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=The_Ancients_(Voidhaven_Supplement)&diff=1747706The Ancients (Voidhaven Supplement)2023-07-20T19:37:54Z<p>Zibby: </p>
<hr />
<div>;;The beginning<br />
<br />
<br />
;Ithil-Naur<br />
<br />
She woke in the midst of the void long before she had a name, waiting quietly and watching each of the planes. Many flourished with life while others seemed like the emptiness of home. Seeing the peoples that lived on each plane, she began to consider allowing other life to join her. For a fleeting eon, She wished for people of her own, but she was patient. While She watched the planes, She saw the mines, machines, and wars that slowly consumed them. She thought of a perfect place nearby that she could care for, and with that thought, created Haven. Once complete and full of life, she chose to always watch over this new plane. And watch she did, circling slowly, reflecting a soft, cool light on all the inhabitants below, but she grew tired from her efforts, and knew she would have to sleep. First she gave birth to Order, who would watch over the plane during her slumber, but Order could not leave her people alone, always prodding them onto “perfection”. She liked her people how they were, and so it was that she bore Chaos, to keep a balance.<br />
<br />
Haven’s Mother slept until the war between Chaos and his older sister Order woke her, only two milenia after she had closed her eyes. Looking at the once-beautiful Haven she had left when she began her rest, she trembled with rage. Destruction and ruin were rampant, and life from other planes had been brought, while some of her own had been sent to other planes. She summoned her will to wipe clean the plane and start again, but the very life of Haven pleaded with her. They asked, begged, and finally demanded that Haven be left alone, so she let it be, instead opening a door to the void and sending Order and Chaos from her presence, shutting the door and sealing it.<br />
<br />
In honor of what she had done, the life of Haven gave her many names like Ithil-Naur, Mother of all, The watcher, and the Moon. From her place above, she will always watch over her people; the people of Haven.<br />
<br />
;Neith-Sadeh<br />
Known as the Soul Seer, Neith-Sadeh was known by many names, most now forgotten. She shed no tears when her older brother, Chaos, was cast into the void, taking his place. Those who follow her are most often found deep in the black sand deserts of the Waste, or beneath it in the Underdark. While chaotic and whimsical, Neith holds grudges for milenia.<br />
<br />
;Telep-Macil <br />
<br />
The Silver Sword, Ancient of War and Destruction, Telep-Macil Walks in the shadow of Neith-Sadeh, reveling in the chaos<br />
<br />
;Kail-Eruhin <br />
<br />
Known Only as “The Child”, He is believed to be the youngest of the Ancients. His followers are blessed with unnaturally long lives, and of all the ancients, he is rumored to be the only one that still walks among the inhabitants of Haven.<br />
<br />
<br />
;;Through the Ages<br />
<br />
With their vision of Haven set in motion, the Ancients were content to fade into myth. None know if they are immortal or if they simply had titles and powers they passed on to successors. After the age of clans, worship of the ancients became viewed as more of a cult following and is now shunned in civilized society.<br />
<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Voidhaven (5e Campaign Setting)|Voidhaven]]<br />
<br />
[[Category:5e]]<br />
[[Category:Supplement]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=The_Ancients_(Voidhaven_Supplement)&diff=1747705The Ancients (Voidhaven Supplement)2023-07-20T19:35:46Z<p>Zibby: </p>
<hr />
<div>;;The beginning<br />
<br />
;Ithil-Naur<br />
<br />
She woke in the midst of the void long before she had a name, waiting quietly and watching each of the planes. Many flourished with life while others seemed like the emptiness of home. Seeing the peoples that lived on each plane, she began to consider allowing other life to join her. For a fleeting eon, She wished for people of her own, but she was patient. While She watched the planes, She saw the mines, machines, and wars that slowly consumed them. She thought of a perfect place nearby that she could care for, and with that thought, created Haven. Once complete and full of life, she chose to always watch over this new plane. And watch she did, circling slowly, reflecting a soft, cool light on all the inhabitants below, but she grew tired from her efforts, and knew she would have to sleep. First she gave birth to Order, who would watch over the plane during her slumber, but Order could not leave her people alone, always prodding them onto “perfection”. She liked her people how they were, and so it was that she bore Chaos, to keep a balance.<br />
<br />
Haven’s Mother slept until the war between Chaos and his older sister Order woke her, only two milenia after she had closed her eyes. Looking at the once-beautiful Haven she had left when she began her rest, she trembled with rage. Destruction and ruin were rampant, and life from other planes had been brought, while some of her own had been sent to other planes. She summoned her will to wipe clean the plane and start again, but the very life of Haven pleaded with her. They asked, begged, and finally demanded that Haven be left alone, so she let it be, instead opening a door to the void and sending Order and Chaos from her presence, shutting the door and sealing it.<br />
<br />
In honor of what she had done, the life of Haven gave her many names like Ithil-Naur, Mother of all, The watcher, and the Moon. From her place above, she will always watch over her people; the people of Haven.<br />
<br />
;Neith-Sadeh<br />
Known as the Soul Seer, Neith-Sadeh was known by many names, most now forgotten. She shed no tears when her older brother, Chaos, was cast into the void, taking his place. Those who follow her are most often found deep in the black sand deserts of the Waste, or beneath it in the Underdark. While chaotic and whimsical, Neith holds grudges for milenia.<br />
<br />
;Telep-Macil <br />
<br />
The Silver Sword, Ancient of War and Destruction, Telep-Macil Walks in the shadow of Neith-Sadeh, reveling in the chaos<br />
<br />
;Kail-Eruhin <br />
<br />
Known Only as “The Child”, He is believed to be the youngest of the Ancients. His followers are blessed with unnaturally long lives, and of all the ancients, he is rumored to be the only one that still walks among the inhabitants of Haven.<br />
<br />
;;Through the Ages<br />
<br />
With their vision of Haven set in motion, the Ancients were content to fade into myth. None know if they are immortal or if they simply had titles and powers they passed on to successors. After the age of clans, worship of the ancients became viewed as more of a cult following and is now shunned in civilized society.<br />
<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Voidhaven (5e Campaign Setting)|Voidhaven]]<br />
<br />
[[Category:5e]]<br />
[[Category:Supplement]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=The_Ancients_(Voidhaven_Supplement)&diff=1747704The Ancients (Voidhaven Supplement)2023-07-20T19:32:58Z<p>Zibby: </p>
<hr />
<div>;;The beginning<br />
<br />
;Ithil-Naur<br />
<br />
She woke in the midst of the void long before she had a name, waiting quietly and watching each of the planes. Many flourished with life while others seemed like the emptiness of home. Seeing the peoples that lived on each plane, she began to consider allowing other life to join her. For a fleeting eon, She wished for people of her own, but she was patient. While She watched the planes, She saw the mines, machines, and wars that slowly consumed them. She thought of a perfect place nearby that she could care for, and with that thought, created Haven. Once complete and full of life, she chose to always watch over this new plane. And watch she did, circling slowly, reflecting a soft, cool light on all the inhabitants below, but she grew tired from her efforts, and knew she would have to sleep. First she gave birth to Order, who would watch over the plane during her slumber, but Order could not leave her people alone, always prodding them onto “perfection”. She liked her people how they were, and so it was that she bore Chaos, to keep a balance.<br />
<br />
Haven’s Mother slept until the war between Chaos and his older sister Order woke her, only two milenia after she had closed her eyes. Looking at the once-beautiful Haven she had left when she began her rest, she trembled with rage. Destruction and ruin were rampant, and life from other planes had been brought, while some of her own had been sent to other planes. She summoned her will to wipe clean the plane and start again, but the very life of Haven pleaded with her. They asked, begged, and finally demanded that Haven be left alone, so she let it be, instead opening a door to the void and sending Order and Chaos from her presence, shutting the door and sealing it.<br />
<br />
In honor of what she had done, the life of Haven gave her many names like Ithil-Naur, Mother of all, The watcher, and the Moon. From her place above, she will always watch over her people; the people of Haven.<br />
<br />
:Neith-Sadeh;<br />
Known as the Soul Seer, Neith-Sadeh was known by many names, most now forgotten. She shed no tears when her older brother, Chaos, was cast into the void, taking his place. Those who follow her are most often found deep in the black sand deserts of the Waste, or beneath it in the Underdark. While chaotic and whimsical, Neith holds grudges for milenia.<br />
<br />
;Telep-Macil <br />
<br />
The Silver Sword, Ancient of War and Destruction, Telep-Macil Walks in the shadow of Neith-Sadeh, reveling in the chaos<br />
<br />
;Kail-Eruhin <br />
<br />
Known Only as “The Child”, He is believed to be the youngest of the Ancients. His followers are blessed with unnaturally long lives, and of all the ancients, he is rumored to be the only one that still walks among the inhabitants of Haven.<br />
<br />
;;Through the Ages<br />
<br />
With their vision of Haven set in motion, the Ancients were content to fade into myth. None know if they are immortal or if they simply had titles and powers they passed on to successors. After the age of clans, worship of the ancients became viewed as more of a cult following and is now shunned in civilized society.<br />
<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Voidhaven (5e Campaign Setting)|Voidhaven]]<br />
<br />
[[Category:5e]]<br />
[[Category:Supplement]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=The_Ancients_(Voidhaven_Supplement)&diff=1747702The Ancients (Voidhaven Supplement)2023-07-20T19:30:50Z<p>Zibby: </p>
<hr />
<div>::The beginning<br />
<br />
:Ithil-Naur<br />
<br />
She woke in the midst of the void long before she had a name, waiting quietly and watching each of the planes. Many flourished with life while others seemed like the emptiness of home. Seeing the peoples that lived on each plane, she began to consider allowing other life to join her. For a fleeting eon, She wished for people of her own, but she was patient. While She watched the planes, She saw the mines, machines, and wars that slowly consumed them. She thought of a perfect place nearby that she could care for, and with that thought, created Haven. Once complete and full of life, she chose to always watch over this new plane. And watch she did, circling slowly, reflecting a soft, cool light on all the inhabitants below, but she grew tired from her efforts, and knew she would have to sleep. First she gave birth to Order, who would watch over the plane during her slumber, but Order could not leave her people alone, always prodding them onto “perfection”. She liked her people how they were, and so it was that she bore Chaos, to keep a balance.<br />
<br />
Haven’s Mother slept until the war between Chaos and his older sister Order woke her, only two milenia after she had closed her eyes. Looking at the once-beautiful Haven she had left when she began her rest, she trembled with rage. Destruction and ruin were rampant, and life from other planes had been brought, while some of her own had been sent to other planes. She summoned her will to wipe clean the plane and start again, but the very life of Haven pleaded with her. They asked, begged, and finally demanded that Haven be left alone, so she let it be, instead opening a door to the void and sending Order and Chaos from her presence, shutting the door and sealing it.<br />
<br />
In honor of what she had done, the life of Haven gave her many names like Ithil-Naur, Mother of all, The watcher, and the Moon. From her place above, she will always watch over her people; the people of Haven.<br />
<br />
:Neith-Sadeh<br />
<br />
Known as the Soul Seer, Neith-Sadeh was known by many names, most now forgotten. She shed no tears when her older brother, Chaos, was cast into the void, taking his place. Those who follow her are most often found deep in the black sand deserts of the Waste, or beneath it in the Underdark. While chaotic and whimsical, Neith holds grudges for milenia.<br />
<br />
:Telep-Macil <br />
<br />
The Silver Sword, Ancient of War and Destruction, Telep-Macil Walks in the shadow of Neith-Sadeh, reveling in the chaos<br />
<br />
:Kail-Eruhin <br />
<br />
Known Only as “The Child”, He is believed to be the youngest of the Ancients. His followers are blessed with unnaturally long lives, and of all the ancients, he is rumored to be the only one that still walks among the inhabitants of Haven.<br />
<br />
::Through the Ages<br />
<br />
With their vision of Haven set in motion, the Ancients were content to fade into myth. None know if they are immortal or if they simply had titles and powers they passed on to successors. After the age of clans, worship of the ancients became viewed as more of a cult following and is now shunned in civilized society.<br />
<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Voidhaven (5e Campaign Setting)|Voidhaven]]<br />
<br />
[[Category:5e]]<br />
[[Category:Supplement]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=The_Ancients_(Voidhaven_Supplement)&diff=1747697The Ancients (Voidhaven Supplement)2023-07-20T19:12:57Z<p>Zibby: </p>
<hr />
<div>Ithil-Naur<br />
<br />
She woke in the midst of the void long before she had a name, waiting quietly and watching each of the planes. Many flourished with life while others seemed like the emptiness of home. Seeing the peoples that lived on each plane, she began to consider allowing other life to join her. For a fleeting eon, She wished for people of her own, but she was patient. While She watched the planes, She saw the mines, machines, and wars that slowly consumed them. She thought of a perfect place nearby that she could care for, and with that thought, created Haven. Once complete and full of life, she chose to always watch over this new plane. And watch she did, circling slowly, reflecting a soft, cool light on all the inhabitants below, but she grew tired from her efforts, and knew she would have to sleep. First she gave birth to Order, who would watch over the plane during her slumber, but Order could not leave her people alone, always prodding them onto “perfection”. She liked her people how they were, and so it was that she bore Chaos, to keep a balance.<br />
<br />
Haven’s Mother slept until the war between Chaos and his older sister Order woke her, only two milenia after she had closed her eyes. Looking at the once-beautiful Haven she had left when she began her rest, she trembled with rage. Destruction and ruin were rampant, and life from other planes had been brought, while some of her own had been sent to other planes. She summoned her will to wipe clean the plane and start again, but the very life of Haven pleaded with her. They asked, begged, and finally demanded that Haven be left alone, so she let it be, instead opening a door to the void and sending Order and Chaos from her presence, shutting the door and sealing it.<br />
<br />
In honor of what she had done, the life of Haven gave her many names like Ithil-Naur, Mother of all, The watcher, and the Moon. From her place above, she will always watch over her people; the people of Haven.<br />
<br />
Neith-Sadeh<br />
<br />
Known as the Soul Seer, Neith-Sadeh was known by many names, most now forgotten. She shed no tears when her older brother, Chaos, was cast into the void, taking his place. Those who follow her are most often found deep in the black sand deserts of the Waste, or beneath it in the Underdark. While chaotic and whimsical, Neith holds grudges for milenia.<br />
<br />
Telep-Macil<br />
<br />
The Silver Sword, Ancient of War and Destruction, Telep-Macil Walks in the shadow of Neith-Sadeh, reveling in the chaos<br />
<br />
Kail-Eruhin<br />
<br />
Known Only as “The Child”, He is believed to be the youngest of the Ancients. His followers are blessed with unnaturally long lives, and of all the ancients, he is rumored to be the only one that still walks among the inhabitants of Haven.<br />
<br />
Through the Ages<br />
<br />
With their vision of Haven set in motion, the Ancients were content to fade into myth. None know if they are immortal or if they simply had titles and powers they passed on to successors. After the age of clans, worship of the ancients became viewed as more of a cult following and is now shunned in civilized society.<br />
<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Voidhaven (5e Campaign Setting)|Voidhaven]]<br />
<br />
[[Category:5e]]<br />
[[Category:Supplement]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Clockwork_(5e_Race)&diff=1655551Clockwork (5e Race)2022-12-01T22:59:44Z<p>Zibby: /* Tiefling Clockwork */</p>
<hr />
<div>==Clockwork==<br />
Some clockworks are built as one of many, others are works of art, and some are rickety one of a kind machines but all are built with a soul or souls of some type in them but is buried in the machine so they can serve their creator. Why were you created? By whom? Does your purpose still drive you, or are you seeking a new purpose? Whose soul or souls is buried underneath all this metal?<br />
<br />
===Physical Description===<br />
You are a clockwork representation of a given race. Your shape and size are obviously of that race, but you are double the weight. Clockwork rarely share the same hair, skin, or eye color as the race they are modeled after. You are obviously built entirely out of mechanical parts.<br />
<br />
===History===<br />
Through ages past, clockwork have been made either for work or war. Those that survive share a few things in common; they usually outlive their creators, they are most often made from metal, and they are normally given as much consideration as one would an interesting rock near the road.<br />
<br />
Aside from these, they have no traditions and only incidental similarities from one to the next.<br />
<br />
===Society===<br />
Normally built for the use of someone else, clockworks are generally seen as property instead of people. As such they are fringe members of the societies in which they live; they don't have any society of their own.<br />
<br />
===Clockwork Names===<br />
Some of the more unique clockworks are given names from their creators, but most choose a name for themselves once they have outlived their creator(s). Occasionally they choose a name that would fit a member of the race and gender (if applicable) that they are modeled after, but most pick names based on their construction or function. Usually, they have no regard as to male or female names because clockworks do not have a gender.<br />
<br />
'''Example names:''' Bolt, Jade, Tink, Cutter, Steel, etc..<br />
<br />
===Clockwork Traits===<br />
Being built as an example of a given race, you still gain many of the ability score increases, languages, and skill proficiencies of that race, but with several differences.<br />
<br />
{{5e Racial Traits<br />
|summary=Constructs built to mimic certain races.<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|age=Clockworks were not built with age in mind and as a result, they break down after a decade or so if not repaired.<br />
|alignment=Usually lawful, but those without a master or purpose may turn to chaos. Clockwork are as varied as their makers, good and evil may be found among them. <br />
|size=Your size depends on your subrace.<br />
|speed=Your base walking speed is dependent on your subrace.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Heart of Steel<br />
|description2=Your creature type is construct instead of humanoid. You don't eat, drink, breathe or sleep, but need to use at least 4 hours tightening bolts and oiling joints and winding your self up to gain the benefits of a long rest and you need to spend one hour of doing this to gain the benefits of a short rest.<br />
|trait3=Made to Mend<br />
|description3=When a creature casts the ''{{5e|Mending}}'' cantrip on you, you instead become stable if you are dying.<br />
|trait4=Inner Gears<br />
|description4=You are immune to poison damage, the {{5c|Poisoned}} condition and {{5e|diseases}}.<br />
|trait5=Landlubber<br />
|description5=You sink when in water and have a swim speed of 0 unless your subrace grants you one otherwise.<br />
|trait6=Made of metal<br />
|description6=You have {{5e| vulnerability}} to lightning and Acid damage.<br />
|trait7=Old Joints and ticking<br />
|description7=You have {{5e|disadvantage}} on {{5a|dex}} ({{5s|stealth}}) checks to move silently<br />
|trait8=Maker's Mark<br />
|description8=Each clockwork is usually built with a specific purpose in mind. Choose two modifications from the following list:<br />
<br />
- '''Mithril Frame:''' You are built lighter than most clockworks. You have a swim speed equal to half your movement speed.<br />
<br />
- '''Defensive Plating:''' You have an armored outer plating. When you aren't wearing armor, your AC is 11 + your {{5a|dex}} modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.<br />
<br />
- '''Arcane Core:''' You have an arcane power source of unusual strength. Unless removed you are considered to have an arcane focus in hand which you can use to cast spells from.<br />
<br />
- '''Muffled Motor:''' You are considerably quieter than other clockworks. You no longer have {{5e|disadvantage}} on {{5a|dex}} ({{5s|stealth}}) checks to move silently.<br />
<br />
- '''Spell Launcher:''' You have been augmented with a built-in weapon. You know one cantrip of your choice from the {{5e|Sorcerer Spell List}} that deals damage. {{5a|con}} is your spellcasting ability for it.<br />
<br />
- '''Alchemical Blood:''' You have an alchemical mixture that keeps you running. Despite your construct nature, you are considered humanoid when a creature casts a spell to grant you hit points.<br />
<br />
- '''Specialized Tooling:''' You are proficient in one set of {{5e|Tools|artisan tool}} of your choice.<br />
<br />
<code><tt>Note: There maybe a few races that gain an extra point such as Lizardfolk, making it unable to gain the same Maker's Mark. I these cases, they may only choose one Maker's Mark instead of two.</tt></code><br />
<br />
|languages=You can speak, read, and write Common.<br />
|subrace=Clockworks were designed to mimic numerous humanoid creatures. Choose from aarakocra, centaur, dragonborn, dwarf, elf, gnome, halfling, human, Lizardfolk, loxodon, minotaur, shifter, and tiefling.<br />
}}<br />
<br />
===Humanoid===<br />
====Dragonborn Clockwork====<br />
You were created to perfectly replicate a dragonborn.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} and {{5a|cha}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Draconic Resistance<br />
|description3=You gain the Draconic Ancestry and Damage Resistance from the {{5e|Dragonborn}} race.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Draconic.<br />
}}<br />
<br />
====Dwarf Clockwork====<br />
You were created to perfectly replicate a dwarf.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} and {{5a|wis}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 25 feet.<br />
|trait3=Hammerer<br />
|description3=You gain the Dwarven Combat Training, and Tool Proficiency traits from the {{5e|Dwarf}} race.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Dwarvish.<br />
}}<br />
<br />
====Elf Clockwork====<br />
You were created to perfectly replicate an elf.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} and {{5a|int}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Keen Training<br />
|description3=You gain the Keen Senses and Elf Weapon Training traits from the {{5e|Elf}}.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Elvish.<br />
}}<br />
<br />
====Gnome Clockwork====<br />
You were created to perfectly replicate a gnome.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} and {{5a|int}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Small.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 25 feet.<br />
|trait3=Creators Creations<br />
|description3=You gain the Artificer's Lore, and Tinker traits from the {{5e|Gnome}}.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Gnomish.<br />
}}<br />
<br />
====Halfing Clockwork====<br />
You were created to perfectly replicate a halfing.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} and {{5a|cha}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Small.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 25 feet.<br />
|trait3=Brave Nimbleness<br />
|description3=You gain the Brave and Halfling Nimbleness traits from the {{5e|Halfling}}.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Halfling.<br />
}}<br />
<br />
====Human Clockwork====<br />
You were created to perfectly replicate a human.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Two ability scores of your choice increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Skilled<br />
|description3=You gain a skill and tool proficiency of your choice.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write one other language of your choice.<br />
}}<br />
<br />
====Tiefling Clockwork====<br />
You were created to perfectly replicate a tiefling.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} and {{5a|int}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Hellish Resistance<br />
|description3=You have resistance to fire damage.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Infernal.<br />
}}<br />
<br />
====Lizardfolk Clockwork====<br />
You were created to perfectly replicate a Lizardfolk.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} and {{5a|wis}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Lizard Creation<br />
|description3=You are made to swim unlike other clockwork creations. You have mithril frame and gain the lizardfolks Cunning Artisan trait and bite attack.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Draconic.<br />
<br />
}}<br />
<br />
====Shifter Clockwork====<br />
You were created to perfectly replicate a Shifter, from Races of Eberron.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Shifter Physique<br />
|description3=You gain the Shifting and Keen Senses traits from the {{5e|Shifter}}.<br />
|trait4=Shifters Prowess<br />
|description4=You gain the ability score and shifting trait of either Beasthide, Longtooth, Swiftstride, or Wildhunt.<br />
|trait5=Languages<br />
|description5=You can also speak, read, and write Quori.<br />
<br />
}}<br />
<br />
===Monstrous Humanoid===<br />
<br />
====Centaur Clockwork====<br />
You were created to perfectly replicate a Centaur.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} and {{5a|wis}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 40 feet.<br />
|trait3=Centaur Physique<br />
|description3=You gain the Equine Build and Charger traits from the {{5e|Centaur}}.<br />
|trait5=Languages<br />
|description5=You can also speak, read, and write Sylvan.<br />
<br />
}}<br />
<br />
====Minotaur Clockwork====<br />
You were created to perfectly replicate a Minotaur.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} score increases by 2 and your {{5a|con}} score each increases by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Minotaur Physique<br />
|description3=You gain the Horns and Goring Rush traits from the {{5e|Minotaur}}.<br />
|trait5=Languages<br />
|description5=You can also speak, read, and write Undercommon.<br />
<br />
}}<br />
<br />
====Loxodon Clockwork====<br />
You were created to perfectly replicate a Loxodon.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} score increases by 2 and your {{5a|wis}} score each increases by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Loxodon Physique<br />
|description3=You gain the Trunk and Powerful Build traits from the {{5e|Loxodon}}.<br />
|trait4=Thick Plating<br />
|description4=You have thick, metal plating. When you aren't wearing armor, your AC gains increases with half your {{5a|con}} modifier, rounded down.<br />
|trait5=Languages<br />
|description5=You can also speak, read, and write Loxodon.<br />
<br />
<br />
}}<br />
<br />
===Random Height and Weight===<br />
;Dragonborn Clockwork Height and Weight<br />
{{heightweight<br />
|name=Dragonborn<br />
|feet=5<br />
|inches=6<br />
|heightmod=2d8<br />
|weight=250<br />
|weightmod=2d6<br />
}}<br />
<br />
;Dwarf Clockwork Height and Weight<br />
{{heightweight<br />
|name=Dwarf<br />
|feet=3<br />
|inches=8<br />
|heightmod=2d4<br />
|weight=230<br />
|weightmod=x2d6<br />
}}<br />
<br />
;Elf Clockwork Height and Weight<br />
{{heightweight<br />
|name=Elf<br />
|feet=4<br />
|inches=6<br />
|heightmod=2d10<br />
|weight=180<br />
|weightmod=1d4<br />
}}<br />
<br />
;Gnome Clockwork Height and Weight<br />
{{heightweight<br />
|name=Gnome<br />
|feet=2<br />
|inches=11<br />
|heightmod=2d4<br />
|weight=70<br />
|weightmod=1<br />
}}<br />
<br />
;Halfing Clockwork Height and Weight<br />
{{heightweight<br />
|name=Halfing<br />
|feet=2<br />
|inches=7<br />
|heightmod=2d4<br />
|weight=70<br />
|weightmod=1<br />
}}<br />
<br />
;Human Clockwork Height and Weight<br />
{{heightweight<br />
|name=Human<br />
|feet=4<br />
|inches=8<br />
|heightmod=2d10<br />
|weight=220<br />
|weightmod=2d4<br />
}}<br />
<br />
;Tiefling Clockwork Height and Weight<br />
{{heightweight<br />
|name=Tiefling<br />
|feet=4<br />
|inches=9<br />
|heightmod=2d8<br />
|weight=220<br />
|weightmod=2d4<br />
}}<br />
<br />
;Lizardfolk Clockwork Height and Weight<br />
{{heightweight<br />
|name=Lizardfolk<br />
|feet=5<br />
|inches=8<br />
|heightmod=2d8<br />
|weight=260<br />
|weightmod=2d6<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]]<br />
[[Category:Medium Size]]<br />
[[Category:Construct Type]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Clockwork_(5e_Race)&diff=1655549Clockwork (5e Race)2022-12-01T22:51:09Z<p>Zibby: /* Clockwork Traits */</p>
<hr />
<div>==Clockwork==<br />
Some clockworks are built as one of many, others are works of art, and some are rickety one of a kind machines but all are built with a soul or souls of some type in them but is buried in the machine so they can serve their creator. Why were you created? By whom? Does your purpose still drive you, or are you seeking a new purpose? Whose soul or souls is buried underneath all this metal?<br />
<br />
===Physical Description===<br />
You are a clockwork representation of a given race. Your shape and size are obviously of that race, but you are double the weight. Clockwork rarely share the same hair, skin, or eye color as the race they are modeled after. You are obviously built entirely out of mechanical parts.<br />
<br />
===History===<br />
Through ages past, clockwork have been made either for work or war. Those that survive share a few things in common; they usually outlive their creators, they are most often made from metal, and they are normally given as much consideration as one would an interesting rock near the road.<br />
<br />
Aside from these, they have no traditions and only incidental similarities from one to the next.<br />
<br />
===Society===<br />
Normally built for the use of someone else, clockworks are generally seen as property instead of people. As such they are fringe members of the societies in which they live; they don't have any society of their own.<br />
<br />
===Clockwork Names===<br />
Some of the more unique clockworks are given names from their creators, but most choose a name for themselves once they have outlived their creator(s). Occasionally they choose a name that would fit a member of the race and gender (if applicable) that they are modeled after, but most pick names based on their construction or function. Usually, they have no regard as to male or female names because clockworks do not have a gender.<br />
<br />
'''Example names:''' Bolt, Jade, Tink, Cutter, Steel, etc..<br />
<br />
===Clockwork Traits===<br />
Being built as an example of a given race, you still gain many of the ability score increases, languages, and skill proficiencies of that race, but with several differences.<br />
<br />
{{5e Racial Traits<br />
|summary=Constructs built to mimic certain races.<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|age=Clockworks were not built with age in mind and as a result, they break down after a decade or so if not repaired.<br />
|alignment=Usually lawful, but those without a master or purpose may turn to chaos. Clockwork are as varied as their makers, good and evil may be found among them. <br />
|size=Your size depends on your subrace.<br />
|speed=Your base walking speed is dependent on your subrace.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Heart of Steel<br />
|description2=Your creature type is construct instead of humanoid. You don't eat, drink, breathe or sleep, but need to use at least 4 hours tightening bolts and oiling joints and winding your self up to gain the benefits of a long rest and you need to spend one hour of doing this to gain the benefits of a short rest.<br />
|trait3=Made to Mend<br />
|description3=When a creature casts the ''{{5e|Mending}}'' cantrip on you, you instead become stable if you are dying.<br />
|trait4=Inner Gears<br />
|description4=You are immune to poison damage, the {{5c|Poisoned}} condition and {{5e|diseases}}.<br />
|trait5=Landlubber<br />
|description5=You sink when in water and have a swim speed of 0 unless your subrace grants you one otherwise.<br />
|trait6=Made of metal<br />
|description6=You have {{5e| vulnerability}} to lightning and Acid damage.<br />
|trait7=Old Joints and ticking<br />
|description7=You have {{5e|disadvantage}} on {{5a|dex}} ({{5s|stealth}}) checks to move silently<br />
|trait8=Maker's Mark<br />
|description8=Each clockwork is usually built with a specific purpose in mind. Choose two modifications from the following list:<br />
<br />
- '''Mithril Frame:''' You are built lighter than most clockworks. You have a swim speed equal to half your movement speed.<br />
<br />
- '''Defensive Plating:''' You have an armored outer plating. When you aren't wearing armor, your AC is 11 + your {{5a|dex}} modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.<br />
<br />
- '''Arcane Core:''' You have an arcane power source of unusual strength. Unless removed you are considered to have an arcane focus in hand which you can use to cast spells from.<br />
<br />
- '''Muffled Motor:''' You are considerably quieter than other clockworks. You no longer have {{5e|disadvantage}} on {{5a|dex}} ({{5s|stealth}}) checks to move silently.<br />
<br />
- '''Spell Launcher:''' You have been augmented with a built-in weapon. You know one cantrip of your choice from the {{5e|Sorcerer Spell List}} that deals damage. {{5a|con}} is your spellcasting ability for it.<br />
<br />
- '''Alchemical Blood:''' You have an alchemical mixture that keeps you running. Despite your construct nature, you are considered humanoid when a creature casts a spell to grant you hit points.<br />
<br />
- '''Specialized Tooling:''' You are proficient in one set of {{5e|Tools|artisan tool}} of your choice.<br />
<br />
<code><tt>Note: There maybe a few races that gain an extra point such as Lizardfolk, making it unable to gain the same Maker's Mark. I these cases, they may only choose one Maker's Mark instead of two.</tt></code><br />
<br />
|languages=You can speak, read, and write Common.<br />
|subrace=Clockworks were designed to mimic numerous humanoid creatures. Choose from aarakocra, centaur, dragonborn, dwarf, elf, gnome, halfling, human, Lizardfolk, loxodon, minotaur, shifter, and tiefling.<br />
}}<br />
<br />
===Humanoid===<br />
====Dragonborn Clockwork====<br />
You were created to perfectly replicate a dragonborn.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} and {{5a|cha}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Draconic Resistance<br />
|description3=You gain the Draconic Ancestry and Damage Resistance from the {{5e|Dragonborn}} race.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Draconic.<br />
}}<br />
<br />
====Dwarf Clockwork====<br />
You were created to perfectly replicate a dwarf.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} and {{5a|wis}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 25 feet.<br />
|trait3=Hammerer<br />
|description3=You gain the Dwarven Combat Training, and Tool Proficiency traits from the {{5e|Dwarf}} race.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Dwarvish.<br />
}}<br />
<br />
====Elf Clockwork====<br />
You were created to perfectly replicate an elf.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} and {{5a|int}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Keen Training<br />
|description3=You gain the Keen Senses and Elf Weapon Training traits from the {{5e|Elf}}.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Elvish.<br />
}}<br />
<br />
====Gnome Clockwork====<br />
You were created to perfectly replicate a gnome.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} and {{5a|int}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Small.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 25 feet.<br />
|trait3=Creators Creations<br />
|description3=You gain the Artificer's Lore, and Tinker traits from the {{5e|Gnome}}.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Gnomish.<br />
}}<br />
<br />
====Halfing Clockwork====<br />
You were created to perfectly replicate a halfing.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} and {{5a|cha}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Small.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 25 feet.<br />
|trait3=Brave Nimbleness<br />
|description3=You gain the Brave and Halfling Nimbleness traits from the {{5e|Halfling}}.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Halfling.<br />
}}<br />
<br />
====Human Clockwork====<br />
You were created to perfectly replicate a human.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Two ability scores of your choice increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Skilled<br />
|description3=You gain a skill and tool proficiency of your choice.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write one other language of your choice.<br />
}}<br />
<br />
====Tiefling Clockwork====<br />
You were created to perfectly replicate a tiefling.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} and {{5a|int}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Hellish Resistance<br />
|description3=You are resistance to fire damage.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Infernal.<br />
}}<br />
<br />
====Lizardfolk Clockwork====<br />
You were created to perfectly replicate a Lizardfolk.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} and {{5a|wis}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Lizard Creation<br />
|description3=You are made to swim unlike other clockwork creations. You have mithril frame and gain the lizardfolks Cunning Artisan trait and bite attack.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Draconic.<br />
<br />
}}<br />
<br />
====Shifter Clockwork====<br />
You were created to perfectly replicate a Shifter, from Races of Eberron.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Shifter Physique<br />
|description3=You gain the Shifting and Keen Senses traits from the {{5e|Shifter}}.<br />
|trait4=Shifters Prowess<br />
|description4=You gain the ability score and shifting trait of either Beasthide, Longtooth, Swiftstride, or Wildhunt.<br />
|trait5=Languages<br />
|description5=You can also speak, read, and write Quori.<br />
<br />
}}<br />
<br />
===Monstrous Humanoid===<br />
<br />
====Centaur Clockwork====<br />
You were created to perfectly replicate a Centaur.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} and {{5a|wis}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 40 feet.<br />
|trait3=Centaur Physique<br />
|description3=You gain the Equine Build and Charger traits from the {{5e|Centaur}}.<br />
|trait5=Languages<br />
|description5=You can also speak, read, and write Sylvan.<br />
<br />
}}<br />
<br />
====Minotaur Clockwork====<br />
You were created to perfectly replicate a Minotaur.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} score increases by 2 and your {{5a|con}} score each increases by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Minotaur Physique<br />
|description3=You gain the Horns and Goring Rush traits from the {{5e|Minotaur}}.<br />
|trait5=Languages<br />
|description5=You can also speak, read, and write Undercommon.<br />
<br />
}}<br />
<br />
====Loxodon Clockwork====<br />
You were created to perfectly replicate a Loxodon.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} score increases by 2 and your {{5a|wis}} score each increases by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Loxodon Physique<br />
|description3=You gain the Trunk and Powerful Build traits from the {{5e|Loxodon}}.<br />
|trait4=Thick Plating<br />
|description4=You have thick, metal plating. When you aren't wearing armor, your AC gains increases with half your {{5a|con}} modifier, rounded down.<br />
|trait5=Languages<br />
|description5=You can also speak, read, and write Loxodon.<br />
<br />
<br />
}}<br />
<br />
===Random Height and Weight===<br />
;Dragonborn Clockwork Height and Weight<br />
{{heightweight<br />
|name=Dragonborn<br />
|feet=5<br />
|inches=6<br />
|heightmod=2d8<br />
|weight=250<br />
|weightmod=2d6<br />
}}<br />
<br />
;Dwarf Clockwork Height and Weight<br />
{{heightweight<br />
|name=Dwarf<br />
|feet=3<br />
|inches=8<br />
|heightmod=2d4<br />
|weight=230<br />
|weightmod=x2d6<br />
}}<br />
<br />
;Elf Clockwork Height and Weight<br />
{{heightweight<br />
|name=Elf<br />
|feet=4<br />
|inches=6<br />
|heightmod=2d10<br />
|weight=180<br />
|weightmod=1d4<br />
}}<br />
<br />
;Gnome Clockwork Height and Weight<br />
{{heightweight<br />
|name=Gnome<br />
|feet=2<br />
|inches=11<br />
|heightmod=2d4<br />
|weight=70<br />
|weightmod=1<br />
}}<br />
<br />
;Halfing Clockwork Height and Weight<br />
{{heightweight<br />
|name=Halfing<br />
|feet=2<br />
|inches=7<br />
|heightmod=2d4<br />
|weight=70<br />
|weightmod=1<br />
}}<br />
<br />
;Human Clockwork Height and Weight<br />
{{heightweight<br />
|name=Human<br />
|feet=4<br />
|inches=8<br />
|heightmod=2d10<br />
|weight=220<br />
|weightmod=2d4<br />
}}<br />
<br />
;Tiefling Clockwork Height and Weight<br />
{{heightweight<br />
|name=Tiefling<br />
|feet=4<br />
|inches=9<br />
|heightmod=2d8<br />
|weight=220<br />
|weightmod=2d4<br />
}}<br />
<br />
;Lizardfolk Clockwork Height and Weight<br />
{{heightweight<br />
|name=Lizardfolk<br />
|feet=5<br />
|inches=8<br />
|heightmod=2d8<br />
|weight=260<br />
|weightmod=2d6<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]]<br />
[[Category:Medium Size]]<br />
[[Category:Construct Type]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Clockwork_(5e_Race)&diff=1655548Clockwork (5e Race)2022-12-01T22:50:04Z<p>Zibby: /* Clockwork Traits */</p>
<hr />
<div>==Clockwork==<br />
Some clockworks are built as one of many, others are works of art, and some are rickety one of a kind machines but all are built with a soul or souls of some type in them but is buried in the machine so they can serve their creator. Why were you created? By whom? Does your purpose still drive you, or are you seeking a new purpose? Whose soul or souls is buried underneath all this metal?<br />
<br />
===Physical Description===<br />
You are a clockwork representation of a given race. Your shape and size are obviously of that race, but you are double the weight. Clockwork rarely share the same hair, skin, or eye color as the race they are modeled after. You are obviously built entirely out of mechanical parts.<br />
<br />
===History===<br />
Through ages past, clockwork have been made either for work or war. Those that survive share a few things in common; they usually outlive their creators, they are most often made from metal, and they are normally given as much consideration as one would an interesting rock near the road.<br />
<br />
Aside from these, they have no traditions and only incidental similarities from one to the next.<br />
<br />
===Society===<br />
Normally built for the use of someone else, clockworks are generally seen as property instead of people. As such they are fringe members of the societies in which they live; they don't have any society of their own.<br />
<br />
===Clockwork Names===<br />
Some of the more unique clockworks are given names from their creators, but most choose a name for themselves once they have outlived their creator(s). Occasionally they choose a name that would fit a member of the race and gender (if applicable) that they are modeled after, but most pick names based on their construction or function. Usually, they have no regard as to male or female names because clockworks do not have a gender.<br />
<br />
'''Example names:''' Bolt, Jade, Tink, Cutter, Steel, etc..<br />
<br />
===Clockwork Traits===<br />
Being built as an example of a given race, you still gain many of the ability score increases, languages, and skill proficiencies of that race, but with several differences.<br />
<br />
{{5e Racial Traits<br />
|summary=Constructs built to mimic certain races.<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|age=Clockworks were not built with age in mind and as a result, they break down after a decade or so if not repaired.<br />
|alignment=Usually lawful, but those without a master or purpose may turn to chaos. Clockwork are as varied as their makers, good and evil may be found among them. <br />
|size=Your size depends on your subrace.<br />
|speed=Your base walking speed is dependent on your subrace.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Heart of Steel<br />
|description2=Your creature type is construct instead of humanoid. You don't eat, drink, breathe or sleep, but need to use at least 4 hours tightening bolts and oiling joints and winding your self up to gain the benefits of a long rest and you need to spend one hour of doing this to gain the benefits of a short rest.<br />
|trait3=Made to Mend<br />
|description3=When a creature casts the ''{{5e|Mending}}'' cantrip on you, you instead become stable if you are dying.<br />
|trait4=Inner Gears<br />
|description4=You are immune to poison damage, the {{5c|Poisoned}} condition and {{5e|diseases}}.<br />
|trait5=Landlubber<br />
|description5=You sink when in water and have a swim speed of 0 unless your subrace grants you one otherwise.<br />
|trait6=Made of metal<br />
|description6=You have {{5e| vulnerability}} to lightning and Acid damage.<br />
|trait7=Old Joints and ticking<br />
|description7=You have {{5e|disadvantage}} on {{5a|dex}} ({{5s|stealth}}) checks to move silently<br />
|trait8=Maker's Mark<br />
|description8=Each clockwork is usually built with a specific purpose in mind. Choose two modifications from the following list:<br />
<br />
- '''Mithril Frame:''' You are built lighter than most clockworks. You have a swim speed equal to half your movement speed.<br />
<br />
- '''Defensive Plating:''' You have an armored outer plating. When you aren't wearing armor, your AC is 11 + your {{5a|dex}} modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.<br />
<br />
- '''Arcane Core:''' You have an arcane power source of unusual strength. Unless removed you are considered to have an arcane focus in hand which you can use to cast spells from.<br />
<br />
- '''Muffled Motor:''' You are considerably quieter than other clockworks. You no longer have {{5e|disadvantage}} on {{5a|dex}} ({{5s|stealth}}) checks to move silently.<br />
<br />
- '''Spell Launcher:''' You have been augmented with a built-in weapon. You know one cantrip of your choice from the {{5e|Sorcerer Spell List}} that deals damage. {{5a|con}} is your spellcasting ability for it.<br />
<br />
- '''Alchemical Blood:''' You have an alchemical mixture that keeps you running. Despite your construct nature, you are considered humanoid when a creature casts a spell to grant you hit points.<br />
<br />
- '''Specialized Tooling:''' You are proficient in one set of {{5e|Tools|artisan tool}} of your choice.<br />
<br />
<code><tt>Note: There maybe a few races that gain an extra point such as Lizardfolk. Making it unable to gain the same Maker's Mark. I these cases, they may only choose one Maker's Mark instead of two.</tt></code><br />
<br />
|languages=You can speak, read, and write Common.<br />
|subrace=Clockworks were designed to mimic numerous humanoid creatures. Choose from aarakocra, centaur, dragonborn, dwarf, elf, gnome, halfling, human, Lizardfolk, loxodon, minotaur, shifter, and tiefling.<br />
}}<br />
<br />
===Humanoid===<br />
====Dragonborn Clockwork====<br />
You were created to perfectly replicate a dragonborn.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} and {{5a|cha}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Draconic Resistance<br />
|description3=You gain the Draconic Ancestry and Damage Resistance from the {{5e|Dragonborn}} race.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Draconic.<br />
}}<br />
<br />
====Dwarf Clockwork====<br />
You were created to perfectly replicate a dwarf.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} and {{5a|wis}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 25 feet.<br />
|trait3=Hammerer<br />
|description3=You gain the Dwarven Combat Training, and Tool Proficiency traits from the {{5e|Dwarf}} race.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Dwarvish.<br />
}}<br />
<br />
====Elf Clockwork====<br />
You were created to perfectly replicate an elf.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} and {{5a|int}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Keen Training<br />
|description3=You gain the Keen Senses and Elf Weapon Training traits from the {{5e|Elf}}.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Elvish.<br />
}}<br />
<br />
====Gnome Clockwork====<br />
You were created to perfectly replicate a gnome.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} and {{5a|int}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Small.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 25 feet.<br />
|trait3=Creators Creations<br />
|description3=You gain the Artificer's Lore, and Tinker traits from the {{5e|Gnome}}.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Gnomish.<br />
}}<br />
<br />
====Halfing Clockwork====<br />
You were created to perfectly replicate a halfing.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} and {{5a|cha}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Small.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 25 feet.<br />
|trait3=Brave Nimbleness<br />
|description3=You gain the Brave and Halfling Nimbleness traits from the {{5e|Halfling}}.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Halfling.<br />
}}<br />
<br />
====Human Clockwork====<br />
You were created to perfectly replicate a human.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Two ability scores of your choice increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Skilled<br />
|description3=You gain a skill and tool proficiency of your choice.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write one other language of your choice.<br />
}}<br />
<br />
====Tiefling Clockwork====<br />
You were created to perfectly replicate a tiefling.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} and {{5a|int}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Hellish Resistance<br />
|description3=You are resistance to fire damage.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Infernal.<br />
}}<br />
<br />
====Lizardfolk Clockwork====<br />
You were created to perfectly replicate a Lizardfolk.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} and {{5a|wis}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Lizard Creation<br />
|description3=You are made to swim unlike other clockwork creations. You have mithril frame and gain the lizardfolks Cunning Artisan trait and bite attack.<br />
|trait4=Languages<br />
|description4=You can also speak, read, and write Draconic.<br />
<br />
}}<br />
<br />
====Shifter Clockwork====<br />
You were created to perfectly replicate a Shifter, from Races of Eberron.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Shifter Physique<br />
|description3=You gain the Shifting and Keen Senses traits from the {{5e|Shifter}}.<br />
|trait4=Shifters Prowess<br />
|description4=You gain the ability score and shifting trait of either Beasthide, Longtooth, Swiftstride, or Wildhunt.<br />
|trait5=Languages<br />
|description5=You can also speak, read, and write Quori.<br />
<br />
}}<br />
<br />
===Monstrous Humanoid===<br />
<br />
====Centaur Clockwork====<br />
You were created to perfectly replicate a Centaur.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} and {{5a|wis}} scores each increase by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 40 feet.<br />
|trait3=Centaur Physique<br />
|description3=You gain the Equine Build and Charger traits from the {{5e|Centaur}}.<br />
|trait5=Languages<br />
|description5=You can also speak, read, and write Sylvan.<br />
<br />
}}<br />
<br />
====Minotaur Clockwork====<br />
You were created to perfectly replicate a Minotaur.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} score increases by 2 and your {{5a|con}} score each increases by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Minotaur Physique<br />
|description3=You gain the Horns and Goring Rush traits from the {{5e|Minotaur}}.<br />
|trait5=Languages<br />
|description5=You can also speak, read, and write Undercommon.<br />
<br />
}}<br />
<br />
====Loxodon Clockwork====<br />
You were created to perfectly replicate a Loxodon.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} score increases by 2 and your {{5a|wis}} score each increases by 1.<br />
|trait1=Size<br />
|description1=Your size is Medium.<br />
|trait2=Speed<br />
|description2=Your base walking speed is 30 feet.<br />
|trait3=Loxodon Physique<br />
|description3=You gain the Trunk and Powerful Build traits from the {{5e|Loxodon}}.<br />
|trait4=Thick Plating<br />
|description4=You have thick, metal plating. When you aren't wearing armor, your AC gains increases with half your {{5a|con}} modifier, rounded down.<br />
|trait5=Languages<br />
|description5=You can also speak, read, and write Loxodon.<br />
<br />
<br />
}}<br />
<br />
===Random Height and Weight===<br />
;Dragonborn Clockwork Height and Weight<br />
{{heightweight<br />
|name=Dragonborn<br />
|feet=5<br />
|inches=6<br />
|heightmod=2d8<br />
|weight=250<br />
|weightmod=2d6<br />
}}<br />
<br />
;Dwarf Clockwork Height and Weight<br />
{{heightweight<br />
|name=Dwarf<br />
|feet=3<br />
|inches=8<br />
|heightmod=2d4<br />
|weight=230<br />
|weightmod=x2d6<br />
}}<br />
<br />
;Elf Clockwork Height and Weight<br />
{{heightweight<br />
|name=Elf<br />
|feet=4<br />
|inches=6<br />
|heightmod=2d10<br />
|weight=180<br />
|weightmod=1d4<br />
}}<br />
<br />
;Gnome Clockwork Height and Weight<br />
{{heightweight<br />
|name=Gnome<br />
|feet=2<br />
|inches=11<br />
|heightmod=2d4<br />
|weight=70<br />
|weightmod=1<br />
}}<br />
<br />
;Halfing Clockwork Height and Weight<br />
{{heightweight<br />
|name=Halfing<br />
|feet=2<br />
|inches=7<br />
|heightmod=2d4<br />
|weight=70<br />
|weightmod=1<br />
}}<br />
<br />
;Human Clockwork Height and Weight<br />
{{heightweight<br />
|name=Human<br />
|feet=4<br />
|inches=8<br />
|heightmod=2d10<br />
|weight=220<br />
|weightmod=2d4<br />
}}<br />
<br />
;Tiefling Clockwork Height and Weight<br />
{{heightweight<br />
|name=Tiefling<br />
|feet=4<br />
|inches=9<br />
|heightmod=2d8<br />
|weight=220<br />
|weightmod=2d4<br />
}}<br />
<br />
;Lizardfolk Clockwork Height and Weight<br />
{{heightweight<br />
|name=Lizardfolk<br />
|feet=5<br />
|inches=8<br />
|heightmod=2d8<br />
|weight=260<br />
|weightmod=2d6<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]]<br />
[[Category:Medium Size]]<br />
[[Category:Construct Type]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Talk:Mage_(5e_Class)&diff=1635928Talk:Mage (5e Class)2022-09-19T22:07:16Z<p>Zibby: /* Adding Expertise */</p>
<hr />
<div>I would like to know what spell lists this class can choose from?<br />
<br />
== Spell selection ==<br />
<br />
The mage may only have one spell per spell level in their focus, or "spellbook". This means that they will have only 9 spells, even at level 20, unless the player makes class choices that grant bonus spells. Mages do not gain bonus spells from stats or level.<br />
<br />
Because they are choosing so few spells, and they do not follow the bounds of normal magic classes, they may choose from the bard, sorcerer, warlock, and wizards schools. This allows for an excellent selection, but still grants no more than 9 spells total.<br />
<br />
== Adding cleric ==<br />
<br />
Adding cleric spells, martial weapons, and generally making the arcane bolt even better than it is, will simply make this class overpowered. I would like to note once again that I created this as an alternate wizard/sorcerer. Adding cleric spells simply makes it the jack of all trades when it comes to magic. If you feel that it would make a good healer please make an alternate version.<br />
<br />
== Balance ==<br />
<br />
Added Somatic component to arcane bolt. It is still not a cantrip, as it can only be cast 10 times per long rest and it is meant to be different than other spells. Also removed immunity from opportunity attacks for being within 5 feet, for balance.<br />
<br />
If you choose to get the spellcasting feature of another class, you are granted that feature at its "lowest level" in order to discourage that. Such a feature stolen from another class will not level up any further. Doing so will simply grant masses of level 1 spells to choose from, and even then, not enough slots to use them all. I don't believe this is unbalanced, it simply makes for a quite low powered character.<br />
<br />
: After building a mage-sorlock (20th level variant human), I have come across a balance issue. Suppose that we take Pact Magic at 3rd level. This grants spell slots and spells known which now count as mage spells for us and we can use any of our spell slots to cast them. At 7th level we select Font of Magic which gives us sorcery points we can't spend yet, so nothing of value right away, but at 10th level we select Metamagic so that we have some great options without multiclassing to sorcerer or warlock. At 14th level we can select invocations which helps our Eldritch Blast quite a bit, and suddenly we are floating in spell slots because several of our favorite antics are covered with at-will invocations. Now at 17th level we select a pact, and we have many of the best parts of the two classes, and the spell slots of both at 20th level. At this point there is very little that our mage-sorlock cannot do, and with 4 level 5 spell slots that recharge every short rest, the warlock pact magic feature has more than doubled our available spells known as bonus spells.<br />
<br />
:The main problem with this is that if we lose our focus, we are out all of our spells. On the up side though, our 15 warlock spells would be readily available once we make a new focus; it's just the 9 wizard spells that we would actually lose. The solution for this is simple though; if we take pact of the blade, we can make any magic weapon our pact weapon. If we find a staff that can also act as a focus, we can dismiss our focus and re-summon it at will.<br />
<br />
:To recap, this level 20 character is almost a full sorcerer, most of a warlock, and has the expertise of a bard while using only Charisma for his -now 24- known spells which cannot be taken away without our player feeling like the DM is targeting him for power gaming (which he is). <br />
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: My solution is simple, I think. One should have to multiclass to get base class abilities. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 03:26, 29 October 2018 (MDT)<br />
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:: Replacing the ability modifier used by any ability with your charisma modifier sounds nice, but doesn't make sense and isn't balanced. Other classes do not get to use a single ability score for everything, you should have to consider your options and where you put your points as you build a mage. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 01:22, 10 January 2019 (MST)<br />
= Dead levels ==<br />
<br />
The unfinished tag with the reasoning "multiple dead levels" is not appropriate. The original wizard has 8 such "dead" levels, but actually, they are gaining spells of new levels.<br />
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This class does contain a "dead" level where nothing in particular is gained, but adding additional things at various levels simply for the sake of adding things, does not create a balanced class. The base classes do not gain bells and whistles at every level, and niether does a mage. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 22:08, 3 September 2017 (MDT)<br />
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:The PHB wizard does not have any dead levels. Every level they are either gaining a class feature, an ASI, or a new spell slot level.<br />
:At the moment, this class has nothing at 14th level. I would sooner multiclass into something else than gain nothing but 4 hit points. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:41, 4 September 2017 (MDT)<br />
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:Also, why the redundancy of having access to both the wizard spell list and the sorcerer spell list? And what's with arcane bolt? "a bonus spell which you may cast without using a spell slot" - a ''cantrip'', then? Presumably the spell attack is a ''ranged'' spell attack? What does "at 1st tier" mean? Tiers aren't mentioned anywhere else. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:56, 4 September 2017 (MDT)<br />
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: Oh, the tier reference was a relic from 4th edition, thank you. I have updated that bit to make more sense. The sorcerer and wizard have slightly different spells that they can cast, depending on where one is sourcing thier spell list. This class is meant to have access to a wide number of spells, but be limited on how many they can have at a given time. I will add something for 14th level when something good/useful occurs to me. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 21:56, 4 September 2017 (MDT)<br />
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<br />
== Give and Take ==<br />
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The Mage class is made with the idea in mind of being similar to the wizard and other arcane casters but unlike the wizard the mage doesn't waste time every day choosing what spells to bring and just uses the spells he had prepared already. Since this was not stated anywhere expressly, I added detail to what happens when a Mage wants to learn a new spell. Since the mage can learn spells from things like spell scrolls and spell books, like wizards do, then it only makes sense that the source of the spell is consumed by the action, like when wizards do it. However when wizards learn a new spell it just becomes a part of their spell book, Mages do not have a spellbook to be storing their old spells in, so I changed it so that when a new spell is learned then the old spell is ejected from the arcane focus in the form of a spell scroll, this way the spell still exists and can be relearned later if you wanted to. Since both the new spell and the old spell are the same level, and both most likely came from spell scrolls, then there is no increase in value for the player, simply a change in their available spells to cast. I also made it take 1 hour of focus to change the spells because that way it takes a short enough amount of time to be in the theme of the class while also being long enough the player won't be able to change their spells constantly.<br />
:The reason I reverted it is because if you make them eject a [[5e SRD:Spell Scroll|Spell Scroll]], then you give the player a free magic item. Which from the current wording, since a wizard does not consume whatever they are copying the spell from into their spell book. Thus a Mage will be able to create a new Spell Scroll at least 8 times during a Long Rest. According to the DMG, a spell scroll is minimally worth 50 gp, for a common spell. So to be able to create 8 of these during a Long Rest is essentially allowing the player to spawn at least 400 gp between each Long Rest. This free magic item can also be used to allow the Mage or another party member to cast that level spell without the need of wasting a spellslot. <br />
:As for your reasoning, classes like Sorcerer and Warlock have a similar feature to the Mage, only be able to gain and change spells upon level up which is what I am assuming was the original intent of this class. Because if you read the previous comments: "Because they are choosing so few spells, and they do not follow the bounds of normal magic classes, they may choose from the bard, sorcerer, warlock, and wizards schools. This allows for an excellent selection, but still grants no more than 9 spells total." Thus, if you're allowing spell preparation combined with the amount of different types of spells a Mage can learn, this makes the Mage far superior to a normal Wizard, Warlock or Sorcerer due to sheer versatility. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 12:18, 15 March 2018 (MDT)<br />
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: I understand you concern, and after reading you comments I changed the wording slightly, now it is explicitly stated that the source of the new spell is consumed and to learn a new spell you must expend a spell slot. This means that a sheet from a spell book or a spell scroll would turn to ash or something similar after the mage learns the new spell which prevents just making mass copies of the same spell, also since there is now a spell slot cost a Mage can't just make free uses of magic spells for himself or his party. <br />
: Also you are a little off on two things. 1. magic scrolls are worth 50gp, however if the source was another spell scroll then no value is added, also it explicitly states you must ''focus'' on the spell to gain the new spell, which means you could do this process during a short rest or travelling maybe, not during a long rest. 2. It isn't stated that the mage can change their spells known when they level up, only that when they unlock a new level of spell slot their gain a spell of that level, which means reading the original version that the spell you choose at first level stays with you whether you like it or not until level 20, unless you have access to spell scrolls or a spellbook with a spell you like better.<br />
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::That doesn't really solve the problem since the text doesn't say what the source has to be. Thus players can circumvent it by: lets say the original spell is on a spell scroll, then they copy the spell into a book worth 25 gp or a sheet of paper worth 2 sp, and then copy that into their focus, destroying the book or sheet of paper to get a spell scroll worth 50 gp or higher. Thus they still have the original scroll and essentially made a profit of 25gp. And since it's short rest, it means a player can actually do it 24 times per day to actually make an upwards of 600 gp this way, especially on non-adventuring days or a Mage decides to stay in an inn all day making these scrolls for money or up until they finish using up all their spellslots.<br />
::Also magic scrolls are worth at least 50 gp if its a common one, and is worth up to 50,000 gp or more if its a legendary magic scroll. So if a Mage does this with a 9th level spell, they turn 25gp into 50,000+ gp. Similarly once they get the first scroll, they can use the money they attained above to buy the new scrolls for the higher level spells. And then rinse and repeat. <br />
::And I was saying the fact they get so many spell choices, is the reason why they shouldn't be allowed to prepare spells. It'd be much better to add that they can change their known spells upon level up like Sorcerer or Warlock to not have to deal with the free money generation problem. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 13:14, 15 March 2018 (MDT)<br />
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:: You should refer to the PHB and DMG for spell scrolls and spellbooks here, the reason being that when a wizard (argueably the best class in the game to be making scrolls and books) make a new page in their spell book at the very least it costs them 50gp to make the new page, which increases with the level of the spell. This has to do with the materials to make the spell viable. Also spell scrolls and pages from a spell book are listed as possible sources, but simply by having the name of a spell, or something like a sketch of the spell's formula wouldn't work for this class since it wouldn't be viable for a wizard to use such a source. And again I would like to state that it takes 1 hour of "focus" to change just one spell, meaning if a mage did nothing but convert pages from someone else's spellbook into spell scrolls they could maybe get 8 scrolls done after a full day's work, and by removing those pages they also reduce the value of the spellbook in question. If a player wanted to make money, it would be faster to just make spell scrolls the normal way and sell the spellbook rather than trying to use their class features in some kind of an exploit. Also it isn't possible for a mage to absorb spells of a higher level than they have access to, so your loop of buying more and more valuable spells isn't possible <br />
:: On your comment about the Mage having spells prepared, please realize that a level 11 Mage only has 6 spells known, plus whatever bonus spells give themselves, while other classes like the wizard or cleric would have at least 12 spells prepared, and since it not only takes an hour but also drains spell slots to change their spells known I think that Mages have a great amount of possible versatility, however that only applies in the long term, and that unless they know what to expect days in advance a Mage might have trouble changing their known spells into other spells. All a DM has to do to keep a Mage player weak is either not provide a lot of spell books and scrolls or just have the party require all the Mage's spell slots not leaving them extra slots to use and change their spells known. If a Mage player wanted to have a lot more possible spells, their only real option is to buy a large spellbook or many spell scrolls and keep them on their person at all times, and since both of those are open to damage or being stolen that isn't a good idea. As an added example of why this isn't overpowered, if a Mage encounters a scroll of something like say a 3rd level fireball spell, but cast with a 9th level slot, then the Mage in question could take an hour and expend a 3rd level slot gaining the spell fireball, but losing the added value of the original scroll since it would now be weaker.<br />
:::Okay, let us assume that it now takes 50 gold to transcribe a spell into a new book. The spell scroll abuse would then be applicable in the situation a 3rd level Mage get their hands on a 2nd level or higher spell scroll because those are considered uncommon magic items according to the [[5e SRD:Spell Scroll|SRD]], and thus worth around 500 gp when the player attempts to sell it. Thus it the player would start making profits of 450 gp per day minimally assuming they only make one and find a buyer in 1d6 days according to page 130 of the DMG. And let's use your estimate that a player only makes 8 of these per day, even though it should only be 2 because they only have two 2nd level spell slots at this level. But to make 8 of this per day is a minimum of 3600 gold per day. And asking for a DM to never provide the players with spell scrolls is unrealistic, because what if the DM was a newbie and did not know about this abuse, and the player then does it the moment they get their hands on a spell scroll?<br />
:::And no, it would not be faster to make spell scrolls the normal way because according to page 129 of the DMG, to craft a Uncommon magic item will minimally require 500 gp, which is 10x more expensive then it is to transcribe and create via Mage. <br />
:::As for the spell preparation, I would still rather it not spit out magic items which is my main concern with your change. Also, in your example, if a player just transcribes the scroll according to page 200 of the DMG, and consumes that transcription instead, then the original scroll wouldn't have lost value. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 12:43, 16 March 2018 (MDT)<br />
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::: Alright, this could be argued further as to why the current set-up isn't broken, which would include the fact higher level spells cost more to put into spellbooks, but I won't press the issue. My problem with how the class worked originally was that as soon as a Mage found a spell they liked slightly more, they then had to spend an unspecified amount of time and gold to put it into their focus, and the old spell went POOF. My change was put in place to remedy these 2 issues, but considering the lengths you will go to argue, I will simply change it again into something less abusable.<br />
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::::This current change can still be used for gold farming purposes, just a bit more convoluted. Because let's say the player has a 2nd level spell, a 1st level common spell scroll, and 50 gp with a book/paper to transcribe it. So the process then just changes to:<br />
::::Step 1: The Mage transcribes his current known 2nd level spell into the paper/book for 50 gp. Alternatively, the Mage can find a 2nd level scroll and transcribe that onto the paper/book for 50 gp. <br />
::::Step 2: Now, the Mage swap his 1st level spell in scroll with the 2nd level spell. This would turn the common 1st level scroll into a 2nd level scroll which is a uncommon magic item. The value of the 1st level spell scroll essentially quintupled and the spell scroll is now worth 500 gp. <br />
::::Step 3: Then the player can absorb the 2nd level spell he transcribed at step 1 to regain it and the 1st level spell is now on a useless piece of paper or book which can now be scrapped.<br />
::::Step 4: Sell the scroll for 500 gp. This gold can then be used to buy any the common 1st level spell scrolls for 100 gp with a profit of 400gp (25gp of this profit can be used to buy another book if necessary)<br />
::::Step 5: Repeat from step 1<br />
::::Thus all this change does is become a magic item item rarity swapping mechanism. You might as well just use wording for spell preparation and nerf the amount of different classes of spells the Mage can take from. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 08:04, 17 March 2018 (MDT)<br />
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:::: While I am glad that you have a burning passion for this class, I will just say flatly that you are wrong this time. Since a Mage cannot swap spells of a different level, and since the swap means that a 2nd level spell scroll stays a 2nd level spell scroll, as well as a spellbook page stays a spellbook page, then that means that no value is added or created by the Mage's actions. Since the change is the way it is currently, that means that no spell scrolls pop out anymore, and your proposed loop would be better suited for any wizard in the party, which I don't think is even within the rules then.<br />
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:::::"When you wish to imbue a new spell into your focus it takes you 1 hour of focus which can be done during a short rest, after which the spell in your focus and the spell you are learning switch places, with the old spell now occupying the scroll, page, etc. and the spell you wanted to learn now in your focus" This does not specify it cannot be of different levels. And the loop can't be done using a regular SRD wizard because a real wizard doesn't spit out or change magic items, unlike what this line of text is implying. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 21:24, 17 March 2018 (MDT)<br />
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::::: As stated at the start of the class, a Mage only has 1 spell for each level, aside from bonus spells, and since the new spells are not bonus spells that means that there is only 1 spot open for spells of each level. You cannot use the base Mage class to have 2 level 3 spells at the same time, unless one is a bonus spell, which spells gained from books and scrolls are not. So as a result, I did not feel it needed to be restated that the new spell and old spell MUST be the same level, as it had already been established.<br />
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:::::: I do like the wording as it is currently, and it does capture the original intent and feel of the Mage without proliferating magic items for free. It is interesting that this can trade spells out of a spellbook now, but it feels appropriate. The class feels fairly balanced, in that Arcane Bolt is a powerful almost-cantrip, but having only one spell of each level offsets that power nicely. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 01:55, 22 October 2018 (MDT)<br />
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Gaining tricks of the trade at additional levels is extremely overpowered. The mage is not meant to have all of the things from every class, tricks of the trade is meant to give features about as much as any other class. It is not intended to make the mage more powerful than any other class, or even equal to other classes. The strength of the mage is in having a wide variety of skills. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 16:25, 2 October 2018 (MDT)<br />
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== Charisma vs Wisdom ==<br />
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This class is the very essence of irresponsible, using pure willpower to buy past the learning and memorization of a normal wizard. That doesn't sound like wisdom, it's charisma. Please don't change this class to a wisdom based class, it doesn't fit in the least.<br />
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== Adding spells known ==<br />
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The recent edit of adding spells known to be more like other full casters was undone, as it defeats the point of this class entirely. This is not meant to be a wizard with a few spells that you don't have to bother preparing. This is about a character that has found a shortcut to casting and memorizing spells in order to get by. Please make a wizard if you want a class with more spells known at each level. For a mage, getting more spells is intentionally more difficult unless your DM gives you lots of scrolls and spellbooks. Even so, casting them all gets a bit dicey and takes time and planning. Again, please don't try to make the mage into just another wizard but with a fancy staff.<br />
[[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 07:45, 28 August 2020 (MDT)<br />
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==Adding Expertise==<br />
As it stands, practice makes perfect is a really watered-down version of expertise. I recommend simply replacing it with expertise then, if you wish for it to accrue the same bonuses as it would the srd feature. An alternative is to instead choose a single ability and all skills associated with said ability get a bonus. Maybe not double proficiency, but a small one. [[user:Sonamagaful|Sonamagaful]] [[User talk: Sonamagaful|Talk]] 09:51 18 September 2022 (HST)<br />
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:I agree that this is watered down, but this is watered down by design due to this class being a full caster, rather than the 1/3 caster that a rogue can be. Several of the things that this class can do are also watered down because of the capstone ability that makes countering or disrupting your concentration spells quite difficult, along with the fact that you can extend a concentration spell beyond what is normally possible. This is not meant as a dip or multiclass, it is meant to build up to the capstone. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 16:06, 19 September 2022 (MDT)</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Talk:Mage_(5e_Class)&diff=1635927Talk:Mage (5e Class)2022-09-19T22:06:59Z<p>Zibby: /* Adding Expertise */</p>
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<div>I would like to know what spell lists this class can choose from?<br />
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== Spell selection ==<br />
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The mage may only have one spell per spell level in their focus, or "spellbook". This means that they will have only 9 spells, even at level 20, unless the player makes class choices that grant bonus spells. Mages do not gain bonus spells from stats or level.<br />
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Because they are choosing so few spells, and they do not follow the bounds of normal magic classes, they may choose from the bard, sorcerer, warlock, and wizards schools. This allows for an excellent selection, but still grants no more than 9 spells total.<br />
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== Adding cleric ==<br />
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Adding cleric spells, martial weapons, and generally making the arcane bolt even better than it is, will simply make this class overpowered. I would like to note once again that I created this as an alternate wizard/sorcerer. Adding cleric spells simply makes it the jack of all trades when it comes to magic. If you feel that it would make a good healer please make an alternate version.<br />
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== Balance ==<br />
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Added Somatic component to arcane bolt. It is still not a cantrip, as it can only be cast 10 times per long rest and it is meant to be different than other spells. Also removed immunity from opportunity attacks for being within 5 feet, for balance.<br />
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If you choose to get the spellcasting feature of another class, you are granted that feature at its "lowest level" in order to discourage that. Such a feature stolen from another class will not level up any further. Doing so will simply grant masses of level 1 spells to choose from, and even then, not enough slots to use them all. I don't believe this is unbalanced, it simply makes for a quite low powered character.<br />
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: After building a mage-sorlock (20th level variant human), I have come across a balance issue. Suppose that we take Pact Magic at 3rd level. This grants spell slots and spells known which now count as mage spells for us and we can use any of our spell slots to cast them. At 7th level we select Font of Magic which gives us sorcery points we can't spend yet, so nothing of value right away, but at 10th level we select Metamagic so that we have some great options without multiclassing to sorcerer or warlock. At 14th level we can select invocations which helps our Eldritch Blast quite a bit, and suddenly we are floating in spell slots because several of our favorite antics are covered with at-will invocations. Now at 17th level we select a pact, and we have many of the best parts of the two classes, and the spell slots of both at 20th level. At this point there is very little that our mage-sorlock cannot do, and with 4 level 5 spell slots that recharge every short rest, the warlock pact magic feature has more than doubled our available spells known as bonus spells.<br />
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:The main problem with this is that if we lose our focus, we are out all of our spells. On the up side though, our 15 warlock spells would be readily available once we make a new focus; it's just the 9 wizard spells that we would actually lose. The solution for this is simple though; if we take pact of the blade, we can make any magic weapon our pact weapon. If we find a staff that can also act as a focus, we can dismiss our focus and re-summon it at will.<br />
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:To recap, this level 20 character is almost a full sorcerer, most of a warlock, and has the expertise of a bard while using only Charisma for his -now 24- known spells which cannot be taken away without our player feeling like the DM is targeting him for power gaming (which he is). <br />
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: My solution is simple, I think. One should have to multiclass to get base class abilities. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 03:26, 29 October 2018 (MDT)<br />
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:: Replacing the ability modifier used by any ability with your charisma modifier sounds nice, but doesn't make sense and isn't balanced. Other classes do not get to use a single ability score for everything, you should have to consider your options and where you put your points as you build a mage. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 01:22, 10 January 2019 (MST)<br />
= Dead levels ==<br />
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The unfinished tag with the reasoning "multiple dead levels" is not appropriate. The original wizard has 8 such "dead" levels, but actually, they are gaining spells of new levels.<br />
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This class does contain a "dead" level where nothing in particular is gained, but adding additional things at various levels simply for the sake of adding things, does not create a balanced class. The base classes do not gain bells and whistles at every level, and niether does a mage. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 22:08, 3 September 2017 (MDT)<br />
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:The PHB wizard does not have any dead levels. Every level they are either gaining a class feature, an ASI, or a new spell slot level.<br />
:At the moment, this class has nothing at 14th level. I would sooner multiclass into something else than gain nothing but 4 hit points. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:41, 4 September 2017 (MDT)<br />
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:Also, why the redundancy of having access to both the wizard spell list and the sorcerer spell list? And what's with arcane bolt? "a bonus spell which you may cast without using a spell slot" - a ''cantrip'', then? Presumably the spell attack is a ''ranged'' spell attack? What does "at 1st tier" mean? Tiers aren't mentioned anywhere else. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:56, 4 September 2017 (MDT)<br />
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: Oh, the tier reference was a relic from 4th edition, thank you. I have updated that bit to make more sense. The sorcerer and wizard have slightly different spells that they can cast, depending on where one is sourcing thier spell list. This class is meant to have access to a wide number of spells, but be limited on how many they can have at a given time. I will add something for 14th level when something good/useful occurs to me. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 21:56, 4 September 2017 (MDT)<br />
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<br />
== Give and Take ==<br />
<br />
The Mage class is made with the idea in mind of being similar to the wizard and other arcane casters but unlike the wizard the mage doesn't waste time every day choosing what spells to bring and just uses the spells he had prepared already. Since this was not stated anywhere expressly, I added detail to what happens when a Mage wants to learn a new spell. Since the mage can learn spells from things like spell scrolls and spell books, like wizards do, then it only makes sense that the source of the spell is consumed by the action, like when wizards do it. However when wizards learn a new spell it just becomes a part of their spell book, Mages do not have a spellbook to be storing their old spells in, so I changed it so that when a new spell is learned then the old spell is ejected from the arcane focus in the form of a spell scroll, this way the spell still exists and can be relearned later if you wanted to. Since both the new spell and the old spell are the same level, and both most likely came from spell scrolls, then there is no increase in value for the player, simply a change in their available spells to cast. I also made it take 1 hour of focus to change the spells because that way it takes a short enough amount of time to be in the theme of the class while also being long enough the player won't be able to change their spells constantly.<br />
:The reason I reverted it is because if you make them eject a [[5e SRD:Spell Scroll|Spell Scroll]], then you give the player a free magic item. Which from the current wording, since a wizard does not consume whatever they are copying the spell from into their spell book. Thus a Mage will be able to create a new Spell Scroll at least 8 times during a Long Rest. According to the DMG, a spell scroll is minimally worth 50 gp, for a common spell. So to be able to create 8 of these during a Long Rest is essentially allowing the player to spawn at least 400 gp between each Long Rest. This free magic item can also be used to allow the Mage or another party member to cast that level spell without the need of wasting a spellslot. <br />
:As for your reasoning, classes like Sorcerer and Warlock have a similar feature to the Mage, only be able to gain and change spells upon level up which is what I am assuming was the original intent of this class. Because if you read the previous comments: "Because they are choosing so few spells, and they do not follow the bounds of normal magic classes, they may choose from the bard, sorcerer, warlock, and wizards schools. This allows for an excellent selection, but still grants no more than 9 spells total." Thus, if you're allowing spell preparation combined with the amount of different types of spells a Mage can learn, this makes the Mage far superior to a normal Wizard, Warlock or Sorcerer due to sheer versatility. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 12:18, 15 March 2018 (MDT)<br />
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: I understand you concern, and after reading you comments I changed the wording slightly, now it is explicitly stated that the source of the new spell is consumed and to learn a new spell you must expend a spell slot. This means that a sheet from a spell book or a spell scroll would turn to ash or something similar after the mage learns the new spell which prevents just making mass copies of the same spell, also since there is now a spell slot cost a Mage can't just make free uses of magic spells for himself or his party. <br />
: Also you are a little off on two things. 1. magic scrolls are worth 50gp, however if the source was another spell scroll then no value is added, also it explicitly states you must ''focus'' on the spell to gain the new spell, which means you could do this process during a short rest or travelling maybe, not during a long rest. 2. It isn't stated that the mage can change their spells known when they level up, only that when they unlock a new level of spell slot their gain a spell of that level, which means reading the original version that the spell you choose at first level stays with you whether you like it or not until level 20, unless you have access to spell scrolls or a spellbook with a spell you like better.<br />
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::That doesn't really solve the problem since the text doesn't say what the source has to be. Thus players can circumvent it by: lets say the original spell is on a spell scroll, then they copy the spell into a book worth 25 gp or a sheet of paper worth 2 sp, and then copy that into their focus, destroying the book or sheet of paper to get a spell scroll worth 50 gp or higher. Thus they still have the original scroll and essentially made a profit of 25gp. And since it's short rest, it means a player can actually do it 24 times per day to actually make an upwards of 600 gp this way, especially on non-adventuring days or a Mage decides to stay in an inn all day making these scrolls for money or up until they finish using up all their spellslots.<br />
::Also magic scrolls are worth at least 50 gp if its a common one, and is worth up to 50,000 gp or more if its a legendary magic scroll. So if a Mage does this with a 9th level spell, they turn 25gp into 50,000+ gp. Similarly once they get the first scroll, they can use the money they attained above to buy the new scrolls for the higher level spells. And then rinse and repeat. <br />
::And I was saying the fact they get so many spell choices, is the reason why they shouldn't be allowed to prepare spells. It'd be much better to add that they can change their known spells upon level up like Sorcerer or Warlock to not have to deal with the free money generation problem. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 13:14, 15 March 2018 (MDT)<br />
<br />
:: You should refer to the PHB and DMG for spell scrolls and spellbooks here, the reason being that when a wizard (argueably the best class in the game to be making scrolls and books) make a new page in their spell book at the very least it costs them 50gp to make the new page, which increases with the level of the spell. This has to do with the materials to make the spell viable. Also spell scrolls and pages from a spell book are listed as possible sources, but simply by having the name of a spell, or something like a sketch of the spell's formula wouldn't work for this class since it wouldn't be viable for a wizard to use such a source. And again I would like to state that it takes 1 hour of "focus" to change just one spell, meaning if a mage did nothing but convert pages from someone else's spellbook into spell scrolls they could maybe get 8 scrolls done after a full day's work, and by removing those pages they also reduce the value of the spellbook in question. If a player wanted to make money, it would be faster to just make spell scrolls the normal way and sell the spellbook rather than trying to use their class features in some kind of an exploit. Also it isn't possible for a mage to absorb spells of a higher level than they have access to, so your loop of buying more and more valuable spells isn't possible <br />
:: On your comment about the Mage having spells prepared, please realize that a level 11 Mage only has 6 spells known, plus whatever bonus spells give themselves, while other classes like the wizard or cleric would have at least 12 spells prepared, and since it not only takes an hour but also drains spell slots to change their spells known I think that Mages have a great amount of possible versatility, however that only applies in the long term, and that unless they know what to expect days in advance a Mage might have trouble changing their known spells into other spells. All a DM has to do to keep a Mage player weak is either not provide a lot of spell books and scrolls or just have the party require all the Mage's spell slots not leaving them extra slots to use and change their spells known. If a Mage player wanted to have a lot more possible spells, their only real option is to buy a large spellbook or many spell scrolls and keep them on their person at all times, and since both of those are open to damage or being stolen that isn't a good idea. As an added example of why this isn't overpowered, if a Mage encounters a scroll of something like say a 3rd level fireball spell, but cast with a 9th level slot, then the Mage in question could take an hour and expend a 3rd level slot gaining the spell fireball, but losing the added value of the original scroll since it would now be weaker.<br />
:::Okay, let us assume that it now takes 50 gold to transcribe a spell into a new book. The spell scroll abuse would then be applicable in the situation a 3rd level Mage get their hands on a 2nd level or higher spell scroll because those are considered uncommon magic items according to the [[5e SRD:Spell Scroll|SRD]], and thus worth around 500 gp when the player attempts to sell it. Thus it the player would start making profits of 450 gp per day minimally assuming they only make one and find a buyer in 1d6 days according to page 130 of the DMG. And let's use your estimate that a player only makes 8 of these per day, even though it should only be 2 because they only have two 2nd level spell slots at this level. But to make 8 of this per day is a minimum of 3600 gold per day. And asking for a DM to never provide the players with spell scrolls is unrealistic, because what if the DM was a newbie and did not know about this abuse, and the player then does it the moment they get their hands on a spell scroll?<br />
:::And no, it would not be faster to make spell scrolls the normal way because according to page 129 of the DMG, to craft a Uncommon magic item will minimally require 500 gp, which is 10x more expensive then it is to transcribe and create via Mage. <br />
:::As for the spell preparation, I would still rather it not spit out magic items which is my main concern with your change. Also, in your example, if a player just transcribes the scroll according to page 200 of the DMG, and consumes that transcription instead, then the original scroll wouldn't have lost value. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 12:43, 16 March 2018 (MDT)<br />
<br />
::: Alright, this could be argued further as to why the current set-up isn't broken, which would include the fact higher level spells cost more to put into spellbooks, but I won't press the issue. My problem with how the class worked originally was that as soon as a Mage found a spell they liked slightly more, they then had to spend an unspecified amount of time and gold to put it into their focus, and the old spell went POOF. My change was put in place to remedy these 2 issues, but considering the lengths you will go to argue, I will simply change it again into something less abusable.<br />
<br />
::::This current change can still be used for gold farming purposes, just a bit more convoluted. Because let's say the player has a 2nd level spell, a 1st level common spell scroll, and 50 gp with a book/paper to transcribe it. So the process then just changes to:<br />
::::Step 1: The Mage transcribes his current known 2nd level spell into the paper/book for 50 gp. Alternatively, the Mage can find a 2nd level scroll and transcribe that onto the paper/book for 50 gp. <br />
::::Step 2: Now, the Mage swap his 1st level spell in scroll with the 2nd level spell. This would turn the common 1st level scroll into a 2nd level scroll which is a uncommon magic item. The value of the 1st level spell scroll essentially quintupled and the spell scroll is now worth 500 gp. <br />
::::Step 3: Then the player can absorb the 2nd level spell he transcribed at step 1 to regain it and the 1st level spell is now on a useless piece of paper or book which can now be scrapped.<br />
::::Step 4: Sell the scroll for 500 gp. This gold can then be used to buy any the common 1st level spell scrolls for 100 gp with a profit of 400gp (25gp of this profit can be used to buy another book if necessary)<br />
::::Step 5: Repeat from step 1<br />
::::Thus all this change does is become a magic item item rarity swapping mechanism. You might as well just use wording for spell preparation and nerf the amount of different classes of spells the Mage can take from. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 08:04, 17 March 2018 (MDT)<br />
<br />
:::: While I am glad that you have a burning passion for this class, I will just say flatly that you are wrong this time. Since a Mage cannot swap spells of a different level, and since the swap means that a 2nd level spell scroll stays a 2nd level spell scroll, as well as a spellbook page stays a spellbook page, then that means that no value is added or created by the Mage's actions. Since the change is the way it is currently, that means that no spell scrolls pop out anymore, and your proposed loop would be better suited for any wizard in the party, which I don't think is even within the rules then.<br />
<br />
:::::"When you wish to imbue a new spell into your focus it takes you 1 hour of focus which can be done during a short rest, after which the spell in your focus and the spell you are learning switch places, with the old spell now occupying the scroll, page, etc. and the spell you wanted to learn now in your focus" This does not specify it cannot be of different levels. And the loop can't be done using a regular SRD wizard because a real wizard doesn't spit out or change magic items, unlike what this line of text is implying. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 21:24, 17 March 2018 (MDT)<br />
<br />
::::: As stated at the start of the class, a Mage only has 1 spell for each level, aside from bonus spells, and since the new spells are not bonus spells that means that there is only 1 spot open for spells of each level. You cannot use the base Mage class to have 2 level 3 spells at the same time, unless one is a bonus spell, which spells gained from books and scrolls are not. So as a result, I did not feel it needed to be restated that the new spell and old spell MUST be the same level, as it had already been established.<br />
<br />
:::::: I do like the wording as it is currently, and it does capture the original intent and feel of the Mage without proliferating magic items for free. It is interesting that this can trade spells out of a spellbook now, but it feels appropriate. The class feels fairly balanced, in that Arcane Bolt is a powerful almost-cantrip, but having only one spell of each level offsets that power nicely. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 01:55, 22 October 2018 (MDT)<br />
<br />
Gaining tricks of the trade at additional levels is extremely overpowered. The mage is not meant to have all of the things from every class, tricks of the trade is meant to give features about as much as any other class. It is not intended to make the mage more powerful than any other class, or even equal to other classes. The strength of the mage is in having a wide variety of skills. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 16:25, 2 October 2018 (MDT)<br />
<br />
== Charisma vs Wisdom ==<br />
<br />
This class is the very essence of irresponsible, using pure willpower to buy past the learning and memorization of a normal wizard. That doesn't sound like wisdom, it's charisma. Please don't change this class to a wisdom based class, it doesn't fit in the least.<br />
<br />
== Adding spells known ==<br />
<br />
The recent edit of adding spells known to be more like other full casters was undone, as it defeats the point of this class entirely. This is not meant to be a wizard with a few spells that you don't have to bother preparing. This is about a character that has found a shortcut to casting and memorizing spells in order to get by. Please make a wizard if you want a class with more spells known at each level. For a mage, getting more spells is intentionally more difficult unless your DM gives you lots of scrolls and spellbooks. Even so, casting them all gets a bit dicey and takes time and planning. Again, please don't try to make the mage into just another wizard but with a fancy staff.<br />
[[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 07:45, 28 August 2020 (MDT)<br />
<br />
==Adding Expertise==<br />
As it stands, practice makes perfect is a really watered-down version of expertise. I recommend simply replacing it with expertise then, if you wish for it to accrue the same bonuses as it would the srd feature. An alternative is to instead choose a single ability and all skills associated with said ability get a bonus. Maybe not double proficiency, but a small one. [[user:Sonamagaful|Sonamagaful]] [[User talk: Sonamagaful|Talk]] 09:51 18 September 2022 (HST)<br />
<br />
:I agree that this is watered down, but this is watered down by design due to this class being a full caster, rather than the 1/3 caster that a rogue can be. Several of the things that this class can do are also watered down because of the capstone ability that makes countering or disrupting your concentration spells quite difficult, along with the fact that you can extend a concentration spell beyond what is normally possible. This is not meant as a dip or multiclass, it is meant to build up to the capstone.<br />
[[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 16:06, 19 September 2022 (MDT)</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Dragon_Ryder,_Variant_(5e_Class)&diff=1494254Dragon Ryder, Variant (5e Class)2021-07-21T19:45:15Z<p>Zibby: /* Master ryder */ This already costs as much as a 5th level spell. It seems rather arbitrary to restrict it's use any further.</p>
<hr />
<div>{{Design Disclaimer|5th Edition|<br />
:*Warning! This class has a dragon which is effectively another player character. It is limited in terms of what it can do, but you may still find this to be over powered for your game, or too much time dedicated to a single player each session.<br />
:*Warning! This class uses spellcasting which does not follow the usual conventions.}}<br />
===Dragon Ryder===<br />
<br />
The tiefling smirked at the small group of men that surrounded him. They believed they could kill him. They were quite wrong. He raised his blade, giving a mighty battle cry. The battle cry was unnecessary, but it did cause the humans to focus on him rather than his dragon, which rose from its hiding place beneath the desert sands. The men gave cries in panic as they were assaulted from both sides. And they fell with startling ease. Save for one, who attempted to stab the tiefling in hope to kill it. The tiefling wasn't having it as his movements seemed to blur. He escaped what seemed like a perfect hit, only hit his own attacks once, then twice, felling the human. The tiefling and dragon stood in the bloodbath, victorious.<br />
<br />
A gnome scowled, glaring at the book in his hand while his draconic companion lounged nearby. Turning his head, he called the dragon over, showing the book to her. After a moment, she pointed out a line he hadn't noticed. Extracting a gemstone from his robes and began muttering, waving his hands around. And promptly dumped a load of water all over his head. The gnome grumbled as the dragon broke out in laughter before providing a weak flame to dry off the absolutely soaked gnome. And the sun beamed down upon the two, peaceful resting until another adventure comes calling.<br />
<br />
The hordes were endless. The human swung her blade in huge arcs, hoping to make some space. Yet, no matter how fast she swung, no matter how large the swings, no space could be found. Nearby, the dragon who was her only, and greatest, friend struggled in a situation that mirrored her own. And then it happened. A goblin's knife tore across her back, and the world vanished. The world collapsed into darkness for a immeasurable amount of time. Then, light. She woke to see her friend, still besieged, standing beside her, urging her to her feet. She rose and together they fought on, each fighting only for the other.<br />
<br />
Dragon ryders are an elite group of warriors who fight alongside, and often on the back of, dragons. Yet, they are more. The dragons who stand by them are more than mounts or allies in battle. They are companions, friends, and family. They are the one who stand beside the ryder, when no one else will. As for the ryder, they are both warriors and mages. A unique magic dances at their fingertips, the blade sings in their hands, these are their paths. Still, there are those who choose to stand beside the one who would stand beside them. Dragon and ryder.<br />
<br />
===Creating a Dragon Ryder===<br />
You can make a Dragon Ryder quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose a martial melee weapon, a short bow with a quiver of 20 arrows, and an explorers pack. Be sure to pick a color of dragon with your DM.<br />
<br />
{{5e Class Features<br />
|name= Dragon Ryder<br />
|summary=Versatile spell caster bonded with a dragon.<br />
|hd= 8<br />
|spellcasting=<br />
|armor= light armor and shields<br />
|weapons= simple weapons and martial weapons<br />
|saves= Strength, Intelligence<br />
|tools=none<br />
|skills=choose two from: Acrobatics, Animal Handling, Arcana, Athletics, Intimidation, History, Perception, Persuasion, and Survival<br />
|item1a=a martial melee weapon<br />
|item1b=two simple melee weapons<br />
|item2a=an exotic saddle (dragon)<br />
|item2b=<br />
|item3a=a short bow and a quiver with 20 arrows<br />
|item3b=3 Javelins<br />
|item4a=a Dungeoneer's Pack<br />
|item4b=an Explorer's Pack<br />
|classfeatures1=[[#Bonded Dragon|Bonded Dragon]], [[#Strained Bond|Strained Bond]]<br />
|classfeatures2=[[#Dragon Casting|Dragon Casting]]<br />
|classfeatures3=[[#Ryder's Bond|Ryder's Bond]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Dragon Prowess|Dragon Prowess]]<br />
|classfeatures6=[[#Draconic Senses|Draconic Senses]]<br />
|classfeatures7=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Adept ryder|Adept ryder]]<br />
|classfeatures10=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures11=[[#Ageless|Ageless]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Stalwart Ryder|Stalwart Ryder]]<br />
|classfeatures14=[[#Skilled ryder|Skilled ryder]]<br />
|classfeatures15=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Master Ryder|Master Ryder]]<br />
|classfeatures18=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Dragon Tutelage|Dragon Tutelage]]<br />
|extrasonleft=1<br />
|extra1_name=Energy<br />
|extra1_1=2<br />
|extra1_2=3<br />
|extra1_3=5<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
====Bonded Dragon ====<br />
At 1st level, you have a dragon whose alignment can differ by one from your own, either on the lawful/chaotic axis, or the good/evil axis. You and your dragon can communicate telepathically with each other up to a distance of one mile. You also have a lifespan equal to your dragon's and you age at half the normal rate for your race (if you age at all). If you or your dragon start making death saving throws, the other is distracted over concern for their partner. They have disadvantage on all checks, saving throws, and attack rolls not attempted to help their partner until their partner is either stabilized or dead. If either you or your dragon dies, the remaining one makes an Intelligence saving throw (DC = 8 + your dragon ryder level), if they succeed, they retain sanity, if failed, they become permanently insane (permanent madness) until their partner is resurrected. They cannot be cured of this madness through any other means except Divine intervention.<br />
<br />
Your dragon begins as a pseudodragon, always having a number of hit dice equal to your own. It becomes a wyrmling at 5th level, allowing you to re-roll your dragon's ability scores. It's maximum for any score is 20, and any time you get an ability score increase, you may also increase one of your dragon's ability scores by 2, or two of its ability scores by 1, up to its current maximum. Your dragon also gains Change Shape (See Adult Dragon) because of your bond with it.<br />
<br />
At 10th level, it becomes a young dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 22 while in dragon form. <br />
<br />
At 15th level, it becomes an adult dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 24 while in dragon form.<br />
<br />
Finally, at 20th level, it becomes an ancient dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 26 while in dragon form.<br />
<br />
Your dragon grants you 1 flex action which can be used during combat. At any point during the round, you may declare that you want to change a flex action into another type of action. A flex action can become: One Movement, One Action, One Bonus Action, or One Reaction. Your dragon shares an initiative position with you. It also consumes your actions; it doesn't have actions of it's own. When your dragon uses an action to use a breath weapon or other special ability, it costs an energy in addition to spending one of your actions. Each creature you control (including your character) may not take more than one movement each round, and may not take the same action or bonus action more than once each round.<br />
<br />
After reaching 5th level, when your dragon shifts into a humanoid form, it may have a class and racial bonuses, but it's maximum for strength, dexterity, and constitution becomes 20. It gains class levels equal to half its level (this does not include Hit Dice). If your dragon’s class allows it to cast spells, it gains access to the spell list appropriate for it’s class, but it uses it’s energy instead of spells per day, has access to the entire class spell list, and metamagic. This casting works exactly like your own. If an ability refers to your dragon's level, it's level is it's class level in this form, although it does retain your proficiency bonus.<br />
<br />
====Strained Bond====<br />
Beginning at 1st level, the new bond between you and your dragon has formed, but has unexpected side effects. Your dragon has an energy total equal to your own, as noted on the dragon ryder table. Using special abilities such as its breath weapon cost your dragon 1 energy.<br />
<br />
You and your dragon regain all spent energy after finishing a long rest.<br />
<br />
==== Dragon Casting ====<br />
At level 2, you find that you can draw on your own strength and that of your dragon to manifest magical effects.<br />
<br />
You can use your energy to cast spells, and have access to the entire sorcerer spell list. Each spell costs energy equal to its level. Your dragon can transfer energy to you as long as you are within 30 feet of each other. As a bonus action, your dragon may choose to lose any amount of energy and you gain it, up to your energy maximum.<br />
<br />
You gain a level of exhaustion any time you use energy equal to twice your level or more, at a rate of one exhaustion level per multiple of your level, after the first.<br />
<br />
Your spell threshold is equal to the highest level of spell that a sorcerer of your level could cast. Each time you cast a spell of a level above that, you gain a level of exhaustion for each spell level above your threshold.<br />
<br />
You normally use only verbal and somatic components to cast spells. When casting a spell which requires an item of a specific gold value, you may spend energy to temporarily create the required focus. This costs 1 energy for each 1,000 gp it would be worth (minimum of 1 energy).<br />
<br />
Beginning at level 2, you may also use any of the sorcerer’s metamagic options, using energy instead of sorcery points. You may use any number of metamagic options when you cast a spell, and many may be used more than once each. Options which double an aspect of your spell do not continue to double when you use them more than once, they simply add the base number again.<br />
<br />
The following metamagic options work a bit differently for you.<br />
<br />
;Distant Spell<br />
If you increase the range of a touch spell, each use increases the range of the spell by 30 feet.<br />
<br />
;Extended Spell<br />
You may spend energy equal to the level of a spell squared (minimum of 2), in order to cast it and grant a limited permanence. If you do so, the spell drains energy from you each day at dawn equal to it's casting cost (minimum of 1) until it is dispelled, dismissed, or you do not have the energy to maintain it. If you are maintaining a spell but don't have enough energy to maintain it at dawn, you spend all of your energy, losing an equal number of hit points and you stop maintaining all spells. Any creature effected by an extended spell may make a saving throw to end the spell's effects at each interval of its original duration.<br />
<br />
Limitations and notes are as follows:<br />
* A spell must have a duration greater than instantaneous to become permanent.<br />
* You may only maintain spells '''BELOW''' your threshold.<br />
* You may still only have a single concentration spell active at once.<br />
* If you stop maintaining a spell, it is dispelled/dismissed immediately.<br />
<br />
;Quickened Spell<br />
You may also use this on rituals to reduce their casting time to 1 minute. If used on a spell with a casting time of 1 minute (including a ritual already reduced to 1 minute), the casting time is reduced to 1 action, and can be further reduced to a bonus action. If you cast a spell as a ritual, it costs only the energy for the metamagic, but if you reduce the casting time of a ritual to 1 action or less, you must pay energy for the spell's level as normal.<br />
<br />
You may not use this metamagic option on spells with a casting time greater than 10 minutes.<br />
<br />
;Twinned Spell<br />
You may spend energy equal to any spell's total energy cost (after other metamagic options are applied) in order to cast it again. You may only use Twinned Spell once each time you cast a spell.<br />
<br />
==== Ryder's Bond ====<br />
At level 3, choose your Archetype from Dragon Knight, Dragon Mage, or Dragon Friend. You gain additional features and traits at 3rd level and at higher levels based on your choice.<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Dragon Prowess ====<br />
At 5th level, your speed increases by 10.<br />
==== Draconic Senses ====<br />
At 6th level, your bond with your dragon has given you draconic senses. You have advantage on Wisdom (Perception) checks.<br />
==== Adept ryder ====<br />
At 9th level, you gain the ability to store Energy in gemstones. During a short rest, you may spend any amount of energy to store that energy in a gemstone. As long as you are holding it, you may spend energy from it as though from yourself. You can't fill any gemstone with more energy than your current energy maximum.<br />
You must attune to a gemstone in order to store or use energy from it.<br />
<br />
==== Ageless ====<br />
Once you reach 11th level, your bond with your dragon seems to keep you young.<br />
<br />
You do not age. Your appearance does not change because of age and you do not grow weaker due to age. This does not stop you from dying at your normal time (this does not stop the long life you have from being a Dragon ryder).<br />
==== Stalwart Ryder ====<br />
Once you reach 13th level, it usually doesn't even phase you when dragons roar in battle.<br />
<br />
You gain advantage vs the frightened condition.<br />
<br />
==== Skilled ryder ====<br />
Once you reach 14th level, you have resistance to the same damage type as your dragon’s breath weapon.<br />
==== Master ryder ====<br />
Once you reach 17th level, and as an action, you may spend 5 energy to manifest your dragon’s breath weapon.<br />
<br />
==== Dragon Tutelage ====<br />
At 20th level, the bond between you and your dragon has grown and you have learned much from your dragon.<br />
<br />
You have a legendary action which you can use each round as a movement, an action, or a bonus action.<br />
<br />
(Legendary actions are taken after an enemy creature’s turn.)<br />
<br />
== Ryder's Bond ==<br />
=== Dragon Knight ===<br />
You have chosen to revel in the physical might of dragons. Few can hope to match a Dragon Knight.<br />
==== Draconic Strength ====<br />
At level 3, you already can feel the strength of dragons. Increase your Strength score by 2, to a maximum of 20. You also gain proficiency with medium armor.<br />
==== Extra Attack ====<br />
Once you reach 7th level, you may make an additional attack each time you take the attack action on your turn.<br />
==== Untouchable ====<br />
At level 10, you can force your body to move impossibly fast. <br />
<br />
When an enemy hits you with a melee attack, you may use your reaction to roll an Acrobatics check vs. your opponent's attack roll. If you succeed, you dodge the attack entirely. You may not use this when you are surprised or unaware of your opponent. You must complete a short rest before you can use this ability again.<br />
<br />
==== Relentless ====<br />
At level 15, you discover that when you get going, almost nothing can stop you.<br />
<br />
You have advantage on rolls vs movement impairing effects, including defensive grapple checks.<br />
<br />
==== Master of War ====<br />
After reaching 18th level, you have learned to hit hard, usually where it will do the most damage.<br />
<br />
Increase your critical threat range to 19-20.<br />
<br />
=== Dragon Mage ===<br />
The power of magic flowing through you is too great to ignore. The might of Dragon Mages is legendary, after all.<br />
==== Awakened Mind ====<br />
At level 3, your mind awakens and expands as you let energy flow through you. You gain proficiency in arcana. If you are already proficient in arcana, you gain expertise. You also gain 2 cantrips from the sorcerer spell list.<br />
<br />
==== Magic Blade ====<br />
At level 7, you have learned to pour energy into your weapons.<br />
<br />
Whenever you attack with a weapon, you may spend an amount of energy (up to your Charisma modifier) to add damage to your weapon attack.<br />
On a hit, each energy spent adds 1d4 damage of the same type as your dragon's breath weapon. If you miss, the energy is still spent.<br />
<br />
==== Deadly Power ====<br />
At level 10, you may convert hit points into energy.<br />
<br />
As a bonus action, you may spend a number of Hit Dice up to your Charisma modifier, losing hit points equal to the total rolled. You gain energy equal to the number of hit points lost this way, up to your maximum energy.<br />
<br />
If you are holding a gemstone you have attuned, you may store additional energy (once you have reached your maximum) in the gem.<br />
<br />
==== Energy Siphon ====<br />
At level 15, you realize that it is possible to draw energy from others.<br />
<br />
As an action, you can pull energy from a target within 30 feet. The creature must succeed on a Constitution saving throw vs your spell save DC or roll a number of Hit Dice equal to your Charisma modifier, losing hit points equal to the total rolled, while you gain that much energy, up to your energy maximum.<br />
<br />
If you are holding a gemstone you have attuned, you may store additional energy (once you have reached your maximum) in the gem.<br />
<br />
==== True Magic ====<br />
At level 18, you are a true master of magic.<br />
<br />
You may spend energy to maintain concentration on a spell. By spending energy equal to half the casting cost of the spell (minimum of 1 energy), you maintain concentration with no roll required.<br />
<br />
=== Dragon Friend ===<br />
You have chosen not to follow the normal paths of power, instead choosing that of your dragon and your shared bond. Very few Dragon Friends are known or liked.<br />
==== Dragon Scales ====<br />
At level 3, you grow a thin layer of scales.<br />
<br />
Your base AC is 13 when not wearing armor. (AC = 13 + Dexterity modifier)<br />
<br />
==== Great Charge ====<br />
At level 7, you know that sometimes a brazen fool's charge is all that is needed.<br />
<br />
Whenever you travel at least 20 feet in a straight line and take the Dash action, you may make a regular attack on the enemy directly in front of you. That enemy makes a Strength save contested by your Strength check, if they fail, they are knocked prone, taking bonus bludgeoning damage equal to your Strength modifier.<br />
<br />
==== Glory's Roar ====<br />
At level 10, you know that every fight might be the last. <br />
<br />
Using your action, you make a mighty cry that reminds your allies of the glory of the fight.<br />
<br />
You and your allies within 120 feet gain advantage on attack rolls made against enemies with a Challenge Rating (CR) greater than their level or CR. This lasts a number of rounds equal to your Charisma modifier (minimum of 1). You cannot use this again until you finish a short rest.<br />
<br />
==== Frightful Presence ====<br />
Once you reach 15th level, you gain your dragon’s frightful presence. A creature that has saved against your dragon’s frightful presence is still affected by yours, and vice versa, until they have saved against both.<br />
==== Last Stand ====<br />
Once you reach 18th level, if you or your dragon are reduced to 0 hit points, you (or your dragon) automatically succeed on your first saving throw vs death.<br />
<br />
The conscious party (you or your dragon) may use a bonus action to touch the unconscious partner and grant them advantage on their next saving throw vs death.<br />
<br />
=== Multiclassing ===<br />
'''Multiclassing Effects.''' If you multiclass to another class that has spellcasting, reduce your energy to 1/Dragon Ryder level, and your dragon's with it.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Dragon ryder class, you must meet these prerequisites: Charisma score of 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon ryder class, you gain the following proficiencies:none<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
{{Copyright Disclaimer|owner=Christopher Paolini|franchise=Inheritance Cycle}}<br />
<br />
; Built for use with the [[Voidhaven (5e Campaign Setting)|Voidhaven]] campaign setting.</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Useful_Materials_(5e_Variant_Rule)&diff=1465877Useful Materials (5e Variant Rule)2021-04-28T18:42:53Z<p>Zibby: /* Changes */</p>
<hr />
<div>== Useful Materials ==<br />
<br />
=== Reasoning ===<br />
Materials such as silver tend to become obsolete early on, and magic items make silvered ones pointless. If you believe that the material which a weapon or set of armor is made of should always be important, this rule is for you.<br />
<br />
=== Changes ===<br />
Lycanthropes no longer have immunity to non-magical piercing, slashing, or bludgeoning damage.<br />
Instead, they are now immune to piercing, slashing, and bludgeoning damage from non-silvered weapons (even magical ones). Weapons that deal other types of damage will deal those damages as normal, but weapon damage must be from a silvered weapon.<br />
<br />
;Each of the following materials are introduced in some way in the PHB and/or DMG. As a result, they are covered here with possible rules/uses.<br />
;Silvered<br />
*Silvered weapons overcome damage immunity as normal, but are never entirely useless because lycanthropes are now damaged by silvered weapons, not magic weapons.<br />
<br />
*Silvered armor causes pain to lycanthropes, causing them to recoil. When hit by the natural weapon of any lycanthrope, a creature wearing silvered armor gains damage threshold equal to their proficiency modifier. Lycanthropy cannot be transmitted by natural weapons to a creature that is wearing this armor unless they are reduced to 0 hit points.<br />
;Mithril<br />
*Mithril weapons gain the light property unless they are heavy, in which case they lose the heavy property. All mithril weapons gain the finesse property, and have their damage die size decreased by one.<br />
<br />
*Mithril armor has no strength requirement and doesn't give disadvantage on stealth or acrobatics checks.<br />
;Adamantine<br />
*Adamantine weapons gain the heavy property unless they are light, in which case they lose the light property. All adamantine weapons lose finesse and have an increased critical range of 19-20.<br />
<br />
*Adamantine armor protects the wearer from any critical hit, causing them to be normal hits instead.<br />
;Dragon (bone, hide, scale)<br />
*When enchanted, any critical hit with a dragon bone weapon deals an additional damage die of the same type as the breath weapon of the dragon they were made from for each +1 bonus.<br />
<br />
*Armor made entirely or mostly from parts of a dragon will grant resistance to the same type of damage as the breath weapon of the dragon they were made from.<br />
<br />
=== Multiple Materials ===<br />
Weapons and armor of nearly any material may be silvered, costing 100 gp per item in addition to it's normal cost. Other materials cannot be mixed/combined for increased benefits.<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]<br />
;Built for use with the [[Voidhaven (5e Campaign Setting)|Voidhaven]] campaign setting.</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Talk:Adept_(5e_Background)&diff=1455616Talk:Adept (5e Background)2021-03-31T10:02:15Z<p>Zibby: /* Prodigy */</p>
<hr />
<div>== Prodigy ==<br />
<br />
While still mechanical, would granting +1 bonus on dice rolls on non-proficient tasks be okay? ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:03, 6 December 2018 (MST)<br />
<br />
:Just passing by and found this, I would feel alright with that if the total number of proficiencies was reduced to 3. If you don't mind, I will take a shot at balancing this background. I'll keep it to a single edit so it can be undone/compared easily. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 01:06, 17 December 2018 (MST)<br />
<br />
::Now it doesn't give an extra spell, but it gives you the option to have any wizard cantrip when you could learn a cantrip anyway. Proficiencies are down to four, but I did leave the weapon one. It seemed to fit nicely as someone who has learned different types of things and is now adventuring for knowledge or just to use what they learned. Seeing as races can grant weapon proficiency, I don't feel like it's terribly balanced, especially since the total number of proficiencies is the same as other backgrounds. Feel free to edit/revert, but I think it's balanced now. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 02:15, 17 December 2018 (MST)<br />
<br />
::: Just undid the edit which granted wizard cantrips to non-casters, but let me explain. Right now, any spell list includes all wizard cantrips. So, you can effectively get any wizard cantrip you like while using Wisdom or Charisma as your spellcasting modifier. It is only marginally acceptable since it doesn't actually add any cantrips that you couldn't already get. The edit would have granted 4 cantrips to any fighter, monk, or rogue that picked this up, which is a huge mechanical benefit. In short, backgrounds do not normally add mechanical benefit at all, and this one was already in a grey area without handing out extra cantrips. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 04:02, 31 March 2021 (MDT)<br />
<br />
==Proficiencies==<br />
<br />
Are weapon proficiencies normally allowed in Backgrounds? --[[Special:Contributions/63.142.81.74|63.142.81.74]] 16:39, 17 April 2019 (MDT)<br />
<br />
:They are not normally in backgrounds, no. DMs allow whatever they wish, sometimes even ruling against published content. Since it only grants proficiency in one specific weapon instead of simple or martial weapons, I don't find it overpowered in the least. This background will be useless to just about every martial class, and I doubt most casters will even use the weapon much. This is more for flavor than anything. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 16:54, 17 April 2019 (MDT)</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=User_talk:Zibby&diff=1417642User talk:Zibby2020-12-17T17:35:38Z<p>Zibby: /* Question about Blink Mage Class */</p>
<hr />
<div>== Welcome to D&D Wiki! == <br />
<br />
;Welcome!<br />
Hello Zibby and welcome to D&D Wiki! I hope you have been enjoying D&D Wiki and I hope you have been finding the information here useful. Before you start contributing, it is recommended that you make sure your [[Special:Preferences|user preferences]] match your preferences.<br />
;Questions:<br />
If you have any questions about a specific page please ask it on that page's talk page. If you have a D&D-related question, you can ask it on [[DnD Discussion]]s. Everything relating to D&D Wiki's administration can be found [[Meta Pages#Administration|here]]. If your question does not fit into one of the above possibilities or you need to contact another user please use their talk page.<br />
;Formatting<br />
Syntax can be very difficult, and if you need help a good place to start is [http://en.wikipedia.org/wiki/Help:Editing Help:Editing] on Wikipedia (or even their [http://en.wikipedia.org/wiki/Wikipedia:Introduction Introduction] page). This will explain basic wiki formatting and should provide quite a few useful links that explain more specific areas of wiki formatting. [[Meta Pages#Help Pages|Help pages]] also provide help in areas that have been decided as requiring additional explanation.<br />
;Community<br />
A strong and welcoming community exists on D&D Wiki, and I am sure you will find it rather nice. To enable the community to function [[Meta Pages#Policies|policies]] are in effect. Most importantly, follow Wikipedia's guidelines on [http://en.wikipedia.org/wiki/Wikipedia:Civility civility] and [http://en.wikipedia.org/wiki/Wikipedia:Etiquette etiquette] when discussing anything and do not delete content. Also, to ensure people know who posted what, please sign your name after a post with four tildes (<nowiki>~~~~</nowiki>) or by clicking on the signature icon ([[Image:Signature_icon.png]]). This will automatically produce your name and the date. I hope you come to enjoy D&D Wiki and the community, you are now a D&D Wikian. [[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 04:19, 5 December 2015 (MST)<br />
== Hiya!~ ==<br />
As above, welcome to dandwiki! I'm an admin and active user here - If you need anything, you can [http://www.dandwiki.com/w/index.php?title=User_talk:SgtLion&action=edit&section=new leave a message on my talk page], you can also contact another admin [[Special:ListUsers/sysop|by their talk pages]], or somebody on our [[3.5e_Helpers_Page|Helper list]]. You may have to wait a day or so for a reply, but we're a friendly bunch, so don't feel shy if you're unsure about something. We look forward to any contributions you have. [[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 04:19, 5 December 2015 (MST)<br />
<br />
== Editing Talk Pages ==<br />
<br />
Sorry for the vague header, but for continuity reasons, you're not supposed to edit your talk page posts (except if it's only been a few minutes or so) unless you make it clear that it was edited. In the case of removing "Bully" from CL's talk page, the proper way to edit that would be to use <nowiki><s></s></nowiki> tags to strike it out. I know it might not seem intuitive, but it's seen as a way to maintain transparency and avoid confusion. I hope you understand, and if you need help, let me know! :D --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 20:13, 23 June 2018 (MDT)<br />
<br />
==Question about Blink Mage Class ==<br />
<br />
Hey, I've been using the blink mage class you created for my first PC and I'm in love with it, but I've noticed that at level 11 a "Blink Upgrade" is mentioned in the Blink Mage table, but i can't find anything in the class page about it. Was something that wasn't removed from the concept or is something missing?<br />
<br />
I really wanna know, because I'm in love with this class and I'd love more to have a Blink Upgrade or anything else at Level 11 instead of nothing.<br />
<br />
Also I'm not sure if this is the right place to ask you something but I can't find any contacts. --[[User:HeyCustom|HeyCustom]] ([[User talk:HeyCustom|talk]]) 16:37, 16 December 2020 (MST)<br />
<br />
:Hey, just looked it over and I'm sure I had something in mind, but I missed it. Now I'm not sure what I was going for there.. Any suggestions? [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]])</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Spellweaver_(5e_Class)&diff=1403301Spellweaver (5e Class)2020-11-11T14:51:47Z<p>Zibby: /* Loreweaver */</p>
<hr />
<div>{{Design Disclaimer|5th Edition|:Warning! This class uses spellcasting which does not follow the usual conventions. Please read through the entire page and check with your DM before using this in your campaign. <br />
<br />
: Warning! This class has access to spell lists of other core classes which may effectively replace those classes in some situations. If this bothers you/your DM/the rest of your party, please do not use it.}}<br />
== Spellweaver ==<br />
<br />
A grizzled man sits calmly by the fire and moves his fingers slowly, grasping at the air, then braiding it in his hands. With a word, he lets go and fire engulfs the four goblins that were rushing toward him. Their war cries turn to anguish. With a dismissive gesture, lightning lances toward them, and they fall limp around him.<br />
<br />
=== Spellweaver ===<br />
<br />
Spellweavers are able to reach into the æther and weave magics using nothing but their own willpower. Though physically exhausting, it is more versatile than nearly any other form of magic.<br />
<br />
=== Creating a Spellweaver ===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a spellweaver quickly by following these suggestions. First, your first score should be Charisma, followed by Constitution. Second, choose the sage background. Third, choose a simple weapon, a focus that a spellweaver of your tradition can store energy in, an explorer's pack, and an artisan tool set that you are proficient in.<br />
<br />
{{5e Class Features<br />
|name=Spellweaver<br />
|summary=One who can grasp the very essence of magic and command it.<br />
|hd=6<br />
|spellcasting=<br />
|armor=none<br />
|weapons=simple weapons<br />
|tools=one set of artisan tools<br />
|saves=Constitution, Charisma<br />
|skills=Choose two from Animal Handling, Deception, History, Insight, Intimidation, Medicine, Perception, Persuasion, and Survival<br />
|item1a=a simple melee weapon<br />
|item1b=<br />
|item2a=a simple weapon<br />
|item2b=a spell focus<br />
|item3a=an explorer's pack<br />
|item3b=a dungeoneer's pack<br />
|item4a=one artisan tool set<br />
|item4b=<br />
|classfeatures1=[[#Energy|Energy]], [[#Weaver Tradition|Weaver Tradition]], [[#Spellweaving|Spellweaving]]<br />
|classfeatures2=[[#Energy Exchange|Energy Exchange]]<br />
|classfeatures3=[[#Weaver Tradition Feature|Weaver Tradition Feature]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Practiced Caster|Practiced Caster (Lesser)]]<br />
|classfeatures6=[[#Lasting Imprint|Lasting Imprint]]<br />
|classfeatures7=[[#Weaver Tradition Feature|Weaver Tradition Feature]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Life Tap|Life Tap]]<br />
|classfeatures10=[[#Weaver Tradition Feature|Weaver Tradition Feature]]<br />
|classfeatures11=[[#Practiced Caster|Practiced Caster]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Weaver Tradition Feature|Weaver Tradition Feature]]<br />
|classfeatures14=[[#Life Tap|Life Tap (Greater)]]<br />
|classfeatures15=[[#Weaver Tradition Feature|Weaver Tradition Feature]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Practiced Caster|Practiced Caster (Greater)]]<br />
|classfeatures18=[[#The Weave|The Weave]]<br />
|classfeatures19=<br />
|classfeatures20=[[#True Weaver|True Weaver]]<br />
<br />
|extrasonleft=3<br />
|extra1_name=Energy<br />
|extra1_1=3<br />
|extra1_2=6<br />
|extra1_3=9<br />
|extra1_4=12<br />
|extra1_5=15<br />
|extra1_6=18<br />
|extra1_7=21<br />
|extra1_8=24<br />
|extra1_9=27<br />
|extra1_10=30<br />
|extra1_11=33<br />
|extra1_12=36<br />
|extra1_13=39<br />
|extra1_14=42<br />
|extra1_15=45<br />
|extra1_16=48<br />
|extra1_17=51<br />
|extra1_18=54<br />
|extra1_19=57<br />
|extra1_20=60<br />
<br />
|extra2_name=Spell Threshold<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=9<br />
|extra2_18=9<br />
|extra2_19=9<br />
|extra2_20=9<br />
<br />
|extra3_name=Material Replaced Per 1 Energy<br />
|extra3_1=100 for 1 energy<br />
|extra3_2=150 for 1 energy<br />
|extra3_3=200 for 1 energy<br />
|extra3_4=250 for 1 energy<br />
|extra3_5=300 for 1 energy<br />
|extra3_6=350 for 1 energy<br />
|extra3_7=400 for 1 energy<br />
|extra3_8=450 for 1 energy<br />
|extra3_9=500 for 1 energy<br />
|extra3_10=550 for 1 energy<br />
|extra3_11=600 for 1 energy<br />
|extra3_12=650 for 1 energy<br />
|extra3_13=700 for 1 energy<br />
|extra3_14=750 for 1 energy<br />
|extra3_15=800 for 1 energy<br />
|extra3_16=850 for 1 energy<br />
|extra3_17=900 for 1 energy<br />
|extra3_18=950 for 1 energy<br />
|extra3_19=1000 for 1 energy<br />
|extra3_20=All for 1 energy<br />
}}<br />
<br />
==== Energy ====<br />
<br />
You have an amount of energy based on your spellweaver level with which to cast spells, as shown on the spellweaver table.<br />
<br />
You regain all expended energy when you complete a long rest.<br />
<br />
==== Weaver Tradition ====<br />
<br />
At 1st level, you choose your weaver tradition, granting you access to the entire spell list of one class. Your spellcasting ability for all of your Spellweaver spells is Charisma. Your chosen tradition also grants additional traits and features based on your spellweaver level.<br />
<br />
==== Spellweaving ====<br />
<br />
You can use your energy to cast spells.<br />
<br />
In order to cast a spell, you expend energy equal to it's level. Cantrips do not cost energy.<br />
<br />
Your spell threshold is noted in the spellweaver table. This is the highest level of spell you can cast at a given Character level. You may use more energy than your threshold to cast a spell, but you may not cast the spell at a higher level than your threshold.<br />
<br />
You normally use only verbal and somatic components to cast spells. When casting a spell which requires an item of a specific gold value, you may spend energy to temporarily create the required focus. The gold value of material you can create this way for each energy spent, is shown on the Spellweaver table.<br />
<br />
;Spellcasting Ability<br />
Charisma is your spellcasting ability<br />
Spell save dc= 8 + your proficiency bonus + your Charisma modifier.<br />
Spell Attack modifier= your proficiency bonus + your charisma modifier.<br />
<br />
==== Energy Exchange ====<br />
<br />
Beginning at 2nd level, you may use an action to spend a number of hit dice less than or equal to your constitution modifier (minimum of 1). You gain energy equal to the total rolled, up to your maximum energy.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Practiced Caster ====<br />
<br />
Once you reach 5th level, any time you cast a spell at 2nd level or higher you may spend 1 energy to cast one of your spellweaver cantrips with a casting time of one action or less as a bonus action.<br />
<br />
Once you reach 11th level, any time you cast a spell at 2nd level or higher you may cast one of your spellweaver cantrips with a casting time of one action or less as a bonus action.<br />
<br />
Once you reach 17th level, any time you cast a spell at 2nd level or higher you may spend 1 energy to cast one of your 1st level spellweaver spells with a casting time of one action or less as a bonus action.<br />
<br />
==== Lasting Imprint ====<br />
<br />
Beginning at 6th level, you may spend energy equal to the level of a spell squared (minimum of 2), in order to cast it and grant a limited permanence. If you do so, the spell drains energy from you each day at dawn equal to it's normal casting cost (minimum of 1) until it is dispelled, dismissed, or you do not have the energy to maintain it. If you are maintaining a spell but don't have enough energy to maintain it at dawn, you spend all of your energy, losing an equal number of hit points, and you stop maintaining all spells. Any creature effected by an imprinted spell may make an appropriate saving throw to end the spell's effects at each interval of its original duration. For spells with no saving throw, your DM may choose one, or not.<br />
<br />
======Limitations and notes are as follows:======<br />
* A spell must have a duration greater than instantaneous to become permanent.<br />
* You may only maintain spells that are '''BELOW''' your threshold.<br />
* You may still only have a single concentration spell active at once.<br />
* If you stop maintaining a spell, it is dispelled/dismissed immediately.<br />
<br />
==== Life Tap ====<br />
<br />
You draw power from your own essence in order to regain lost energy.<br />
<br />
Once you reach 9th level, you may use a bonus action and gain a point of exhaustion in order to regain energy equal to twice your spell threshold, up to your energy maximum.<br />
<br />
Once you reach 15th level, the energy regained is three times your spell threshold, up to your energy maximum.<br />
<br />
==== The Weave ====<br />
<br />
The method you use to form your spells allows you to form them differently, making them harder to resist.<br />
<br />
Once you reach 18th level, the DC for your spellweaver spells = '''10''' + your Charisma modifier + your proficiency bonus.<br />
<br />
==== True Weaver ====<br />
<br />
Upon reaching 20th level, you can summon matter and form it as it suits you.<br />
<br />
Each time you cast a spell, you may spend 1 energy to dispense with all material components.<br />
<br />
== Spellwaver Traditions ==<br />
<br />
=== Dreamweaver ===<br />
<br />
You have felt the pull of the dream, and have begun weaving it, beginning to understand.<br />
<br />
Beginning at 1st level, you gain proficiency with Nature checks. You know all of the spells on the druid spell list.<br />
<br />
;{{#anc:Dreamwalker}}<br />
Beginning at 3rd level, you may use a bonus action or a reaction to enter the dream. While in the dream you have resistance to acid, poison and psychic damage, and gain true sight. You may remain in the dream for a number of rounds equal to or less than your proficiency modifier. If you attack or cast a spell which targets someone other than yourself, the effect ends. You must finish a long rest before you may use this again.<br />
<br />
Beginning at 13th level, you must complete a short or long rest before you can use this again.<br />
<br />
;{{#anc:Touch the Dream}}<br />
Upon reaching 7th level, you learn how to store latent energy in objects that were once alive. Just by touching an object, you know if it has energy stored and how much.<br />
<br />
During a rest, you may spend any amount of energy to store that energy in a once-living object. As long as you are holding it, you may spend energy from it as though from yourself. You can't fill any object with more energy than your current energy maximum.<br />
<br />
You must attune to an object that is made of once-living material in order to store or use energy from it.<br />
<br />
;{{#anc:Restless Night}}<br />
Once you reach 10th level, you may add bonus healing or damage equal to your Charisma modifier to any spell of 1st level or higher.<br />
<br />
;{{#anc: Night Terror}}<br />
Once you reach 15th level, each time you cast a spell of 1st level or higher, you may choose to spend energy up to or equal to your Charisma modifier, adding a bonus damage die of the same size the spell uses for each energy spent.<br />
<br />
When you gain this Ability, you choose acid, poison or psychic damage. Damage dice granted by night terror always deal damage of the chosen type.<br />
<br />
=== Lifeweaver ===<br />
<br />
You have glimpsed the source of life itself, and can grasp power from it, shaping it to your will.<br />
<br />
Beginning at 1st level, you gain proficiency with Religion checks and light armor. You know all of the spells on the cleric spell list, and gain bonus energy equal to your spellweaver level.<br />
<br />
;{{#anc:Essencewalker}}<br />
Beginning at 3rd level, you may use a bonus action or a reaction to call on divine energy to bless you. While blessed, you have resistance to radiant and necrotic damage. If you cast a spell that doesn't heal, the blessing ends. Otherwise, the blessing lasts for a number of rounds equal to your proficiency modifier. While blessed, your next attack has advantage. After one blessed attack, the blessing fades. You must finish a long rest before you may use this again.<br />
<br />
Beginning at 13th level, you must complete a short or long rest before you can use this again.<br />
<br />
;{{#anc:Helping Hand}}<br />
Upon reaching 7th level, you learn how to store latent energy in metals. Just by touching an object, you know if it has energy stored and how much.<br />
<br />
During a rest, you may spend any amount of energy to store that energy in a metal object. As long as you are holding it, you may spend energy from it as though from yourself. You can't fill any object with more energy than your current energy maximum.<br />
<br />
You must attune to an object that is made of metal in order to store or use energy from it.<br />
<br />
;{{#anc:Weaver of Souls}}<br />
Once you reach 10th level, you may add bonus healing equal to twice your Charisma modifier to any spell of 1st level or higher.<br />
<br />
;{{#anc: Wrath of The Gods}}<br />
Once you reach 15th level, each time you cast a spell of 1st level or higher, you may choose to spend energy up to or equal to your Charisma modifier, adding a bonus damage die of the same size the spell uses for each energy spent.<br />
<br />
When you gain this Ability, you choose radiant or necrotic damage. Damage dice granted by wrath of the gods always deal damage of the chosen type.<br />
<br />
=== Voidweaver ===<br />
<br />
Reaching into the void, you have learned to manipulate the elements themselves.<br />
<br />
Beginning at 1st level, you gain proficiency with Arcana checks. You know all of the spells on the sorcerer spell list.<br />
<br />
;{{#anc:Voidwalker}}<br />
Beginning at 3rd level, you may use a bonus action or a reaction in order to call the void to shield you. While shielded, you have resistance to fire, cold, lightning, and thunder damage. You remain shielded for a number of rounds equal to your proficiency modifier after which the shield dissipates. If you attack or cast a spell which targets someone other than yourself, the shield ends. If dealt any amount of force damage while shielded, you may choose to negate the damage, expending the shield. You must finish a long rest before you may use this again.<br />
<br />
Beginning at 13th level, you must complete a short or long rest before you can use this again.<br />
<br />
;{{#anc:Voidstone}}<br />
Upon reaching 7th level, you learn how to store latent energy in gemstones. Just by touching an object, you know if it has energy stored and how much.<br />
<br />
During a rest, you may spend any amount of energy to store that energy in a gemstone. As long as you are holding it, you may spend energy from it as though from yourself. You can't fill any object with more energy than your current energy maximum.<br />
<br />
You must attune to a gemstone in order to store or use energy from it.<br />
<br />
;{{#anc:Sow Chaos}}<br />
Once you reach 10th level, you may add a bonus damage die of the same size and damage type that the spell uses, to any spell of 1st level or higher.<br />
<br />
;{{#anc:Energy Admixture}}<br />
Once you reach 15th level, each time you cast a spell of 1st level or higher, you may choose to spend energy up to or equal to your Charisma modifier, adding a bonus damage die of the same size the spell uses for each energy spent.<br />
<br />
When you gain this Ability, you choose an elemental damage type from fire, cold, lightning, and thunder. Damage dice granted by energy admixture always deal damage of the chosen type.<br />
<br />
=== Loreweaver ===<br />
<br />
You understand the depths of lore and stories and draw your power from them.<br />
<br />
Beginning at 1st level, you gain proficiency with History checks. You know all of the spells on the bard spell list.<br />
<br />
;{{#anc:Entrancing Story}}<br />
Beginning at 3rd level, you may use a bonus action or a reaction to start a song. Until the song ends, if a creature were to attack you, it must make a wisdom saving throw against your spell casting DC. If that creature fails, it must attack another creature this turn. If it succeeds, the creature becomes immune to this ability for the next 24 hours. The song last for a number of rounds equal to your proficiency modifier after which it ends. You must finish a long rest before you may use this again.<br />
<br />
Beginning at 13th level, you must complete a short or long rest before you can use this again.<br />
<br />
;{{#anc:Songs of Lore}}<br />
Upon reaching 7th level, you learn how to store latent energy in musical instruments. Just by touching an object, you know if it has energy stored and how much.<br />
<br />
During a rest, you may spend any amount of energy to store that energy in a musical instrument. As long as you are holding it, you may spend energy from it as though from yourself. You can't fill any object with more energy than your current energy maximum.<br />
<br />
You must attune to a musical instrument in order to store or use energy from it.<br />
<br />
;{{#anc:Word's Potential}}<br />
Once you reach 10th level, you have a number of bonus spells equal to your Charisma modifier, chosen from any spell list.<br />
<br />
;{{#anc: Epic Tale}}<br />
Once you reach 15th level, each time you cast a spell of 1st level or higher, you may choose to spend energy up to or equal to your Charisma modifier, adding a bonus damage die of the same size the spell uses for each energy spent.<br />
<br />
When you gain this Ability, you choose force or psychic damage. Damage dice granted by epic tale always deal damage of the chosen type.<br />
<br />
== Multiclassing ==<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the spellweaver class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the spellweaver class, you gain the following proficiencies:none<br />
<br />
'''Spellcasting.''' When you multiclass and have one or more levels as a spellweaver and another spellcasting class, you lose all spells per day. If a class does not prepare spells, you know all spells from it's spell list. If a class does prepare spells, your method for storing spells and the number of spells known remains unchanged. Your energy total is equal to the number indicated for your character level on the spellweaver table + each of your spellcasting modifiers. All of your spells cost energy equal to their level and your spell threshold applies to spells from any class.<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
;Built for use with the [[Voidhaven (5e Campaign Setting)|Voidhaven]] campaign setting.<br />
<br />
[[Category:Supplement]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Spellweaver_(5e_Class)&diff=1403300Spellweaver (5e Class)2020-11-11T14:50:41Z<p>Zibby: /* Loreweaver */</p>
<hr />
<div>{{Design Disclaimer|5th Edition|:Warning! This class uses spellcasting which does not follow the usual conventions. Please read through the entire page and check with your DM before using this in your campaign. <br />
<br />
: Warning! This class has access to spell lists of other core classes which may effectively replace those classes in some situations. If this bothers you/your DM/the rest of your party, please do not use it.}}<br />
== Spellweaver ==<br />
<br />
A grizzled man sits calmly by the fire and moves his fingers slowly, grasping at the air, then braiding it in his hands. With a word, he lets go and fire engulfs the four goblins that were rushing toward him. Their war cries turn to anguish. With a dismissive gesture, lightning lances toward them, and they fall limp around him.<br />
<br />
=== Spellweaver ===<br />
<br />
Spellweavers are able to reach into the æther and weave magics using nothing but their own willpower. Though physically exhausting, it is more versatile than nearly any other form of magic.<br />
<br />
=== Creating a Spellweaver ===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a spellweaver quickly by following these suggestions. First, your first score should be Charisma, followed by Constitution. Second, choose the sage background. Third, choose a simple weapon, a focus that a spellweaver of your tradition can store energy in, an explorer's pack, and an artisan tool set that you are proficient in.<br />
<br />
{{5e Class Features<br />
|name=Spellweaver<br />
|summary=One who can grasp the very essence of magic and command it.<br />
|hd=6<br />
|spellcasting=<br />
|armor=none<br />
|weapons=simple weapons<br />
|tools=one set of artisan tools<br />
|saves=Constitution, Charisma<br />
|skills=Choose two from Animal Handling, Deception, History, Insight, Intimidation, Medicine, Perception, Persuasion, and Survival<br />
|item1a=a simple melee weapon<br />
|item1b=<br />
|item2a=a simple weapon<br />
|item2b=a spell focus<br />
|item3a=an explorer's pack<br />
|item3b=a dungeoneer's pack<br />
|item4a=one artisan tool set<br />
|item4b=<br />
|classfeatures1=[[#Energy|Energy]], [[#Weaver Tradition|Weaver Tradition]], [[#Spellweaving|Spellweaving]]<br />
|classfeatures2=[[#Energy Exchange|Energy Exchange]]<br />
|classfeatures3=[[#Weaver Tradition Feature|Weaver Tradition Feature]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Practiced Caster|Practiced Caster (Lesser)]]<br />
|classfeatures6=[[#Lasting Imprint|Lasting Imprint]]<br />
|classfeatures7=[[#Weaver Tradition Feature|Weaver Tradition Feature]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Life Tap|Life Tap]]<br />
|classfeatures10=[[#Weaver Tradition Feature|Weaver Tradition Feature]]<br />
|classfeatures11=[[#Practiced Caster|Practiced Caster]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Weaver Tradition Feature|Weaver Tradition Feature]]<br />
|classfeatures14=[[#Life Tap|Life Tap (Greater)]]<br />
|classfeatures15=[[#Weaver Tradition Feature|Weaver Tradition Feature]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Practiced Caster|Practiced Caster (Greater)]]<br />
|classfeatures18=[[#The Weave|The Weave]]<br />
|classfeatures19=<br />
|classfeatures20=[[#True Weaver|True Weaver]]<br />
<br />
|extrasonleft=3<br />
|extra1_name=Energy<br />
|extra1_1=3<br />
|extra1_2=6<br />
|extra1_3=9<br />
|extra1_4=12<br />
|extra1_5=15<br />
|extra1_6=18<br />
|extra1_7=21<br />
|extra1_8=24<br />
|extra1_9=27<br />
|extra1_10=30<br />
|extra1_11=33<br />
|extra1_12=36<br />
|extra1_13=39<br />
|extra1_14=42<br />
|extra1_15=45<br />
|extra1_16=48<br />
|extra1_17=51<br />
|extra1_18=54<br />
|extra1_19=57<br />
|extra1_20=60<br />
<br />
|extra2_name=Spell Threshold<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=9<br />
|extra2_18=9<br />
|extra2_19=9<br />
|extra2_20=9<br />
<br />
|extra3_name=Material Replaced Per 1 Energy<br />
|extra3_1=100 for 1 energy<br />
|extra3_2=150 for 1 energy<br />
|extra3_3=200 for 1 energy<br />
|extra3_4=250 for 1 energy<br />
|extra3_5=300 for 1 energy<br />
|extra3_6=350 for 1 energy<br />
|extra3_7=400 for 1 energy<br />
|extra3_8=450 for 1 energy<br />
|extra3_9=500 for 1 energy<br />
|extra3_10=550 for 1 energy<br />
|extra3_11=600 for 1 energy<br />
|extra3_12=650 for 1 energy<br />
|extra3_13=700 for 1 energy<br />
|extra3_14=750 for 1 energy<br />
|extra3_15=800 for 1 energy<br />
|extra3_16=850 for 1 energy<br />
|extra3_17=900 for 1 energy<br />
|extra3_18=950 for 1 energy<br />
|extra3_19=1000 for 1 energy<br />
|extra3_20=All for 1 energy<br />
}}<br />
<br />
==== Energy ====<br />
<br />
You have an amount of energy based on your spellweaver level with which to cast spells, as shown on the spellweaver table.<br />
<br />
You regain all expended energy when you complete a long rest.<br />
<br />
==== Weaver Tradition ====<br />
<br />
At 1st level, you choose your weaver tradition, granting you access to the entire spell list of one class. Your spellcasting ability for all of your Spellweaver spells is Charisma. Your chosen tradition also grants additional traits and features based on your spellweaver level.<br />
<br />
==== Spellweaving ====<br />
<br />
You can use your energy to cast spells.<br />
<br />
In order to cast a spell, you expend energy equal to it's level. Cantrips do not cost energy.<br />
<br />
Your spell threshold is noted in the spellweaver table. This is the highest level of spell you can cast at a given Character level. You may use more energy than your threshold to cast a spell, but you may not cast the spell at a higher level than your threshold.<br />
<br />
You normally use only verbal and somatic components to cast spells. When casting a spell which requires an item of a specific gold value, you may spend energy to temporarily create the required focus. The gold value of material you can create this way for each energy spent, is shown on the Spellweaver table.<br />
<br />
;Spellcasting Ability<br />
Charisma is your spellcasting ability<br />
Spell save dc= 8 + your proficiency bonus + your Charisma modifier.<br />
Spell Attack modifier= your proficiency bonus + your charisma modifier.<br />
<br />
==== Energy Exchange ====<br />
<br />
Beginning at 2nd level, you may use an action to spend a number of hit dice less than or equal to your constitution modifier (minimum of 1). You gain energy equal to the total rolled, up to your maximum energy.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Practiced Caster ====<br />
<br />
Once you reach 5th level, any time you cast a spell at 2nd level or higher you may spend 1 energy to cast one of your spellweaver cantrips with a casting time of one action or less as a bonus action.<br />
<br />
Once you reach 11th level, any time you cast a spell at 2nd level or higher you may cast one of your spellweaver cantrips with a casting time of one action or less as a bonus action.<br />
<br />
Once you reach 17th level, any time you cast a spell at 2nd level or higher you may spend 1 energy to cast one of your 1st level spellweaver spells with a casting time of one action or less as a bonus action.<br />
<br />
==== Lasting Imprint ====<br />
<br />
Beginning at 6th level, you may spend energy equal to the level of a spell squared (minimum of 2), in order to cast it and grant a limited permanence. If you do so, the spell drains energy from you each day at dawn equal to it's normal casting cost (minimum of 1) until it is dispelled, dismissed, or you do not have the energy to maintain it. If you are maintaining a spell but don't have enough energy to maintain it at dawn, you spend all of your energy, losing an equal number of hit points, and you stop maintaining all spells. Any creature effected by an imprinted spell may make an appropriate saving throw to end the spell's effects at each interval of its original duration. For spells with no saving throw, your DM may choose one, or not.<br />
<br />
======Limitations and notes are as follows:======<br />
* A spell must have a duration greater than instantaneous to become permanent.<br />
* You may only maintain spells that are '''BELOW''' your threshold.<br />
* You may still only have a single concentration spell active at once.<br />
* If you stop maintaining a spell, it is dispelled/dismissed immediately.<br />
<br />
==== Life Tap ====<br />
<br />
You draw power from your own essence in order to regain lost energy.<br />
<br />
Once you reach 9th level, you may use a bonus action and gain a point of exhaustion in order to regain energy equal to twice your spell threshold, up to your energy maximum.<br />
<br />
Once you reach 15th level, the energy regained is three times your spell threshold, up to your energy maximum.<br />
<br />
==== The Weave ====<br />
<br />
The method you use to form your spells allows you to form them differently, making them harder to resist.<br />
<br />
Once you reach 18th level, the DC for your spellweaver spells = '''10''' + your Charisma modifier + your proficiency bonus.<br />
<br />
==== True Weaver ====<br />
<br />
Upon reaching 20th level, you can summon matter and form it as it suits you.<br />
<br />
Each time you cast a spell, you may spend 1 energy to dispense with all material components.<br />
<br />
== Spellwaver Traditions ==<br />
<br />
=== Dreamweaver ===<br />
<br />
You have felt the pull of the dream, and have begun weaving it, beginning to understand.<br />
<br />
Beginning at 1st level, you gain proficiency with Nature checks. You know all of the spells on the druid spell list.<br />
<br />
;{{#anc:Dreamwalker}}<br />
Beginning at 3rd level, you may use a bonus action or a reaction to enter the dream. While in the dream you have resistance to acid, poison and psychic damage, and gain true sight. You may remain in the dream for a number of rounds equal to or less than your proficiency modifier. If you attack or cast a spell which targets someone other than yourself, the effect ends. You must finish a long rest before you may use this again.<br />
<br />
Beginning at 13th level, you must complete a short or long rest before you can use this again.<br />
<br />
;{{#anc:Touch the Dream}}<br />
Upon reaching 7th level, you learn how to store latent energy in objects that were once alive. Just by touching an object, you know if it has energy stored and how much.<br />
<br />
During a rest, you may spend any amount of energy to store that energy in a once-living object. As long as you are holding it, you may spend energy from it as though from yourself. You can't fill any object with more energy than your current energy maximum.<br />
<br />
You must attune to an object that is made of once-living material in order to store or use energy from it.<br />
<br />
;{{#anc:Restless Night}}<br />
Once you reach 10th level, you may add bonus healing or damage equal to your Charisma modifier to any spell of 1st level or higher.<br />
<br />
;{{#anc: Night Terror}}<br />
Once you reach 15th level, each time you cast a spell of 1st level or higher, you may choose to spend energy up to or equal to your Charisma modifier, adding a bonus damage die of the same size the spell uses for each energy spent.<br />
<br />
When you gain this Ability, you choose acid, poison or psychic damage. Damage dice granted by night terror always deal damage of the chosen type.<br />
<br />
=== Lifeweaver ===<br />
<br />
You have glimpsed the source of life itself, and can grasp power from it, shaping it to your will.<br />
<br />
Beginning at 1st level, you gain proficiency with Religion checks and light armor. You know all of the spells on the cleric spell list, and gain bonus energy equal to your spellweaver level.<br />
<br />
;{{#anc:Essencewalker}}<br />
Beginning at 3rd level, you may use a bonus action or a reaction to call on divine energy to bless you. While blessed, you have resistance to radiant and necrotic damage. If you cast a spell that doesn't heal, the blessing ends. Otherwise, the blessing lasts for a number of rounds equal to your proficiency modifier. While blessed, your next attack has advantage. After one blessed attack, the blessing fades. You must finish a long rest before you may use this again.<br />
<br />
Beginning at 13th level, you must complete a short or long rest before you can use this again.<br />
<br />
;{{#anc:Helping Hand}}<br />
Upon reaching 7th level, you learn how to store latent energy in metals. Just by touching an object, you know if it has energy stored and how much.<br />
<br />
During a rest, you may spend any amount of energy to store that energy in a metal object. As long as you are holding it, you may spend energy from it as though from yourself. You can't fill any object with more energy than your current energy maximum.<br />
<br />
You must attune to an object that is made of metal in order to store or use energy from it.<br />
<br />
;{{#anc:Weaver of Souls}}<br />
Once you reach 10th level, you may add bonus healing equal to twice your Charisma modifier to any spell of 1st level or higher.<br />
<br />
;{{#anc: Wrath of The Gods}}<br />
Once you reach 15th level, each time you cast a spell of 1st level or higher, you may choose to spend energy up to or equal to your Charisma modifier, adding a bonus damage die of the same size the spell uses for each energy spent.<br />
<br />
When you gain this Ability, you choose radiant or necrotic damage. Damage dice granted by wrath of the gods always deal damage of the chosen type.<br />
<br />
=== Voidweaver ===<br />
<br />
Reaching into the void, you have learned to manipulate the elements themselves.<br />
<br />
Beginning at 1st level, you gain proficiency with Arcana checks. You know all of the spells on the sorcerer spell list.<br />
<br />
;{{#anc:Voidwalker}}<br />
Beginning at 3rd level, you may use a bonus action or a reaction in order to call the void to shield you. While shielded, you have resistance to fire, cold, lightning, and thunder damage. You remain shielded for a number of rounds equal to your proficiency modifier after which the shield dissipates. If you attack or cast a spell which targets someone other than yourself, the shield ends. If dealt any amount of force damage while shielded, you may choose to negate the damage, expending the shield. You must finish a long rest before you may use this again.<br />
<br />
Beginning at 13th level, you must complete a short or long rest before you can use this again.<br />
<br />
;{{#anc:Voidstone}}<br />
Upon reaching 7th level, you learn how to store latent energy in gemstones. Just by touching an object, you know if it has energy stored and how much.<br />
<br />
During a rest, you may spend any amount of energy to store that energy in a gemstone. As long as you are holding it, you may spend energy from it as though from yourself. You can't fill any object with more energy than your current energy maximum.<br />
<br />
You must attune to a gemstone in order to store or use energy from it.<br />
<br />
;{{#anc:Sow Chaos}}<br />
Once you reach 10th level, you may add a bonus damage die of the same size and damage type that the spell uses, to any spell of 1st level or higher.<br />
<br />
;{{#anc:Energy Admixture}}<br />
Once you reach 15th level, each time you cast a spell of 1st level or higher, you may choose to spend energy up to or equal to your Charisma modifier, adding a bonus damage die of the same size the spell uses for each energy spent.<br />
<br />
When you gain this Ability, you choose an elemental damage type from fire, cold, lightning, and thunder. Damage dice granted by energy admixture always deal damage of the chosen type.<br />
<br />
=== Loreweaver ===<br />
<br />
You understand the depths of lore and stories and can draw on the power within them.<br />
<br />
Beginning at 1st level, you gain proficiency with History checks. You know all of the spells on the bard spell list.<br />
<br />
;{{#anc:Entrancing Story}}<br />
Beginning at 3rd level, you may use a bonus action or a reaction to start a song. Until the song ends, if a creature were to attack you, it must make a wisdom saving throw against your spell casting DC. If that creature fails, it must attack another creature this turn. If it succeeds, the creature becomes immune to this ability for the next 24 hours. The song last for a number of rounds equal to your proficiency modifier after which it ends. You must finish a long rest before you may use this again.<br />
<br />
Beginning at 13th level, you must complete a short or long rest before you can use this again.<br />
<br />
;{{#anc:Songs of Lore}}<br />
Upon reaching 7th level, you learn how to store latent energy in musical instruments. Just by touching an object, you know if it has energy stored and how much.<br />
<br />
During a rest, you may spend any amount of energy to store that energy in a musical instrument. As long as you are holding it, you may spend energy from it as though from yourself. You can't fill any object with more energy than your current energy maximum.<br />
<br />
You must attune to a musical instrument in order to store or use energy from it.<br />
<br />
;{{#anc:Word's Potential}}<br />
Once you reach 10th level, you have a number of bonus spells equal to your Charisma modifier, chosen from any spell list.<br />
<br />
;{{#anc: Epic Tale}}<br />
Once you reach 15th level, each time you cast a spell of 1st level or higher, you may choose to spend energy up to or equal to your Charisma modifier, adding a bonus damage die of the same size the spell uses for each energy spent.<br />
<br />
When you gain this Ability, you choose force or psychic damage. Damage dice granted by epic tale always deal damage of the chosen type.<br />
<br />
== Multiclassing ==<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the spellweaver class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the spellweaver class, you gain the following proficiencies:none<br />
<br />
'''Spellcasting.''' When you multiclass and have one or more levels as a spellweaver and another spellcasting class, you lose all spells per day. If a class does not prepare spells, you know all spells from it's spell list. If a class does prepare spells, your method for storing spells and the number of spells known remains unchanged. Your energy total is equal to the number indicated for your character level on the spellweaver table + each of your spellcasting modifiers. All of your spells cost energy equal to their level and your spell threshold applies to spells from any class.<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
;Built for use with the [[Voidhaven (5e Campaign Setting)|Voidhaven]] campaign setting.<br />
<br />
[[Category:Supplement]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Dragon_Ryder,_Variant_(5e_Class)&diff=1401536Dragon Ryder, Variant (5e Class)2020-11-07T15:22:12Z<p>Zibby: /* Awakened Mind */</p>
<hr />
<div>{{Design Disclaimer|5th Edition|<br />
:*Warning! This class has a dragon which is effectively another player character. It is limited in terms of what it can do, but you may still find this to be over powered for your game, or too much time dedicated to a single player each session.<br />
:*Warning! This class uses spellcasting which does not follow the usual conventions.}}<br />
===Dragon Ryder===<br />
<br />
The tiefling smirked at the small group of men that surrounded him. They believed they could kill him. They were quite wrong. He raised his blade, giving a mighty battle cry. The battle cry was unnecessary, but it did cause the humans to focus on him rather than his dragon, which rose from its hiding place beneath the desert sands. The men gave cries in panic as they were assaulted from both sides. And they fell with startling ease. Save for one, who attempted to stab the tiefling in hope to kill it. The tiefling wasn't having it as his movements seemed to blur. He escaped what seemed like a perfect hit, only hit his own attacks once, then twice, felling the human. The tiefling and dragon stood in the bloodbath, victorious.<br />
<br />
A gnome scowled, glaring at the book in his hand while his draconic companion lounged nearby. Turning his head, he called the dragon over, showing the book to her. After a moment, she pointed out a line he hadn't noticed. Extracting a gemstone from his robes and began muttering, waving his hands around. And promptly dumped a load of water all over his head. The gnome grumbled as the dragon broke out in laughter before providing a weak flame to dry off the absolutely soaked gnome. And the sun beamed down upon the two, peaceful resting until another adventure comes calling.<br />
<br />
The hordes were endless. The human swung her blade in huge arcs, hoping to make some space. Yet, no matter how fast she swung, no matter how large the swings, no space could be found. Nearby, the dragon who was her only, and greatest, friend struggled in a situation that mirrored her own. And then it happened. A goblin's knife tore across her back, and the world vanished. The world collapsed into darkness for a immeasurable amount of time. Then, light. She woke to see her friend, still besieged, standing beside her, urging her to her feet. She rose and together they fought on, each fighting only for the other.<br />
<br />
Dragon ryders are an elite group of warriors who fight alongside, and often on the back of, dragons. Yet, they are more. The dragons who stand by them are more than mounts or allies in battle. They are companions, friends, and family. They are the one who stand beside the ryder, when no one else will. As for the ryder, they are both warriors and mages. A unique magic dances at their fingertips, the blade sings in their hands, these are their paths. Still, there are those who choose to stand beside the one who would stand beside them. Dragon and ryder.<br />
<br />
===Creating a Dragon Ryder===<br />
You can make a Dragon Ryder quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose a martial melee weapon, a short bow with a quiver of 20 arrows, and an explorers pack. Be sure to pick a color of dragon with your DM.<br />
<br />
{{5e Class Features<br />
|name= Dragon Ryder<br />
|summary=Versatile spell caster bonded with a dragon.<br />
|hd= 8<br />
|spellcasting=<br />
|armor= light armor and shields<br />
|weapons= simple weapons and martial weapons<br />
|saves= Strength, Charisma<br />
|tools=none<br />
|skills=choose two from: Acrobatics, Animal Handling, Arcana, Athletics, Intimidation, History, Perception, Persuasion, and Survival<br />
|item1a=a martial melee weapon<br />
|item1b=two simple melee weapons<br />
|item2a=an exotic saddle (dragon)<br />
|item2b=<br />
|item3a=a short bow and a quiver with 20 arrows<br />
|item3b=3 Javelins<br />
|item4a=a Dungeoneer's Pack<br />
|item4b=an Explorer's Pack<br />
|classfeatures1=[[#Bonded Dragon|Bonded Dragon]], [[#Strained Bond|Strained Bond]]<br />
|classfeatures2=[[#Dragon Casting|Dragon Casting]]<br />
|classfeatures3=[[#Ryder's Bond|Ryder's Bond]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Dragon Prowess|Dragon Prowess]]<br />
|classfeatures6=[[#Draconic Senses|Draconic Senses]]<br />
|classfeatures7=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Adept ryder|Adept ryder]]<br />
|classfeatures10=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures11=[[#Ageless|Ageless]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Stalwart Ryder|Stalwart Ryder]]<br />
|classfeatures14=[[#Skilled ryder|Skilled ryder]]<br />
|classfeatures15=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Master Ryder|Master Ryder]]<br />
|classfeatures18=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Dragon Tutelage|Dragon Tutelage]]<br />
|extrasonleft=1<br />
|extra1_name=Energy<br />
|extra1_1=2<br />
|extra1_2=3<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
====Bonded Dragon ====<br />
At 1st level, you have a dragon whose alignment can differ by one from your own, either on the lawful/chaotic axis, or the good/evil axis. You and your dragon can communicate telepathically with each other up to a distance of one mile. You also have a lifespan equal to your dragon's and you age at half the normal rate for your race (if you age at all). If you or your dragon start making death saving throws, the other is distracted over concern for their partner. They have disadvantage on all checks, saving throws, and attack rolls not attempted to help their partner until their partner is either stabilized or dead. If either you or your dragon dies, the remaining one makes an Intelligence saving throw (DC = 8 + your dragon ryder level), if they succeed, they retain sanity, if failed, they become permanently insane (permanent madness) until their partner is resurrected. They cannot be cured of this madness through any other means except Divine intervention.<br />
<br />
Your dragon begins as a pseudodragon, always having a number of hit dice equal to your own. It becomes a wyrmling at 5th level, allowing you to re-roll your dragon's ability scores. It's maximum for any score is 20, and any time you get an ability score increase, you may also increase one of your dragon's ability scores by 2, or two of its ability scores by 1, up to its current maximum. Your dragon also gains Change Shape (See Adult Dragon) because of your bond with it.<br />
<br />
At 10th level, it becomes a young dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 22 while in dragon form. <br />
<br />
At 15th level, it becomes an adult dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 24 while in dragon form.<br />
<br />
Finally, at 20th level, it becomes an ancient dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 26 while in dragon form.<br />
<br />
Your dragon grants you 1 flex action which can be used during combat. At any point during the round, you may declare that you want to change a flex action into another type of action. A flex action can become: One Movement, One Action, One Bonus Action, or One Reaction. Your dragon shares an initiative position with you. It also consumes your actions; it doesn't have actions of it's own. When your dragon uses an action to use a breath weapon or other special ability, it costs an energy in addition to spending one of your actions. Each creature you control (including your character) may not take more than one movement each round, and may not take the same action or bonus action more than once each round.<br />
<br />
After reaching 5th level, when your dragon shifts into a humanoid form, it may have a class and racial bonuses, but it's maximum for strength, dexterity, and constitution becomes 20. It gains class levels equal to half its level (this does not include Hit Dice). If your dragon’s class allows it to cast spells, it gains access to the spell list appropriate for it’s class, but it uses it’s energy instead of spells per day, has access to the entire class spell list, and metamagic. This casting works exactly like your own. If an ability refers to your dragon's level, it's level is it's class level in this form, although it does retain your proficiency bonus.<br />
<br />
====Strained Bond====<br />
Beginning at 1st level, the new bond between you and your dragon has formed, but has unexpected side effects. Your dragon has an energy total equal to your own, as noted on the dragon ryder table. Using special abilities such as its breath weapon cost your dragon 1 energy.<br />
<br />
You and your dragon regain all spent energy after finishing a long rest.<br />
<br />
==== Dragon Casting ====<br />
At level 2, you find that you can draw on your own strength and that of your dragon to manifest magical effects.<br />
<br />
You can use your energy to cast spells, and have access to the entire sorcerer spell list. Each spell costs energy equal to its level. Your dragon can transfer energy to you as long as you are within 30 feet of each other. As a bonus action, your dragon may choose to lose any amount of energy and you gain it, up to your energy maximum.<br />
<br />
You gain a level of exhaustion any time you use energy equal to twice your level or more, at a rate of one exhaustion level per multiple of your level, after the first.<br />
<br />
Your spell threshold is equal to the highest level of spell that a sorcerer of your level could cast. Each time you cast a spell of a level above that, you gain a level of exhaustion for each spell level above your threshold.<br />
<br />
You normally use only verbal and somatic components to cast spells. When casting a spell which requires an item of a specific gold value, you may spend energy to temporarily create the required focus. This costs 1 energy for each 1,000 gp it would be worth (minimum of 1 energy).<br />
<br />
Beginning at level 2, you may also use any of the sorcerer’s metamagic options, using energy instead of sorcery points. You may use any number of metamagic options when you cast a spell, and many may be used more than once each. Options which double an aspect of your spell do not continue to double when you use them more than once, they simply add the base number again.<br />
<br />
The following metamagic options work a bit differently for you.<br />
<br />
;Distant Spell<br />
If you increase the range of a touch spell, each use increases the range of the spell by 30 feet.<br />
<br />
;Extended Spell<br />
You may spend energy equal to the level of a spell squared (minimum of 2), in order to cast it and grant a limited permanence. If you do so, the spell drains energy from you each day at dawn equal to it's casting cost (minimum of 1) until it is dispelled, dismissed, or you do not have the energy to maintain it. If you are maintaining a spell but don't have enough energy to maintain it at dawn, you spend all of your energy, losing an equal number of hit points and you stop maintaining all spells. Any creature effected by an extended spell may make a saving throw to end the spell's effects at each interval of its original duration.<br />
<br />
Limitations and notes are as follows:<br />
* A spell must have a duration greater than instantaneous to become permanent.<br />
* You may only maintain spells '''BELOW''' your threshold.<br />
* You may still only have a single concentration spell active at once.<br />
* If you stop maintaining a spell, it is dispelled/dismissed immediately.<br />
<br />
;Quickened Spell<br />
You may also use this on rituals to reduce their casting time to 1 minute. If used on a spell with a casting time of 1 minute (including a ritual already reduced to 1 minute), the casting time is reduced to 1 action, and can be further reduced to a bonus action. If you cast a spell as a ritual, it costs only the energy for the metamagic, but if you reduce the casting time of a ritual to 1 action or less, you must pay energy for the spell's level as normal.<br />
<br />
You may not use this metamagic option on spells with a casting time greater than 10 minutes.<br />
<br />
;Twinned Spell<br />
You may spend energy equal to any spell's total energy cost (after other metamagic options are applied) in order to cast it again. You may only use Twinned Spell once each time you cast a spell.<br />
<br />
==== Ryder's Bond ====<br />
At level 3, choose your Archetype from Dragon Knight, Dragon Mage, or Dragon Friend. You gain additional features and traits at 3rd level and at higher levels based on your choice.<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Dragon Prowess ====<br />
At 5th level, your speed increases by 10.<br />
==== Draconic Senses ====<br />
At 6th level, your bond with your dragon has given you draconic senses. You have advantage on Wisdom (Perception) checks.<br />
==== Adept ryder ====<br />
At 9th level, you gain the ability to store Energy in gemstones. During a short rest, you may spend any amount of energy to store that energy in a gemstone. As long as you are holding it, you may spend energy from it as though from yourself. You can't fill any gemstone with more energy than your current energy maximum.<br />
You must attune to a gemstone in order to store or use energy from it.<br />
<br />
==== Ageless ====<br />
Once you reach 11th level, your bond with your dragon seems to keep you young.<br />
<br />
You do not age. Your appearance does not change because of age and you do not grow weaker due to age. This does not stop you from dying at your normal time (this does not stop the long life you have from being a Dragon ryder).<br />
==== Stalwart Ryder ====<br />
Once you reach 13th level, it usually doesn't even phase you when dragons roar in battle.<br />
<br />
You gain advantage vs the frightened condition.<br />
<br />
==== Skilled ryder ====<br />
Once you reach 14th level, you have resistance to the same damage type as your dragon’s breath weapon.<br />
==== Master ryder ====<br />
Once you reach 17th level, and as an action, you may spend 5 energy to manifest your dragon’s breath weapon. You may not do this again until you have finished a short rest.<br />
==== Dragon Tutelage ====<br />
At 20th level, the bond between you and your dragon has grown and you have learned much from your dragon.<br />
<br />
You have a legendary action which you can use each round as a movement, an action, or a bonus action.<br />
<br />
(Legendary actions are taken after an enemy creature’s turn.)<br />
<br />
== Ryder's Bond ==<br />
=== Dragon Knight ===<br />
You have chosen to revel in the physical might of dragons. Few can hope to match a Dragon Knight.<br />
==== Draconic Strength ====<br />
At level 3, you already can feel the strength of dragons. Increase your Strength score by 2, to a maximum of 20. You also gain proficiency with medium armor.<br />
==== Extra Attack ====<br />
Once you reach 7th level, you may make an additional attack each time you take the attack action on your turn.<br />
==== Untouchable ====<br />
At level 10, you can force your body to move impossibly fast. <br />
<br />
When an enemy hits you with a melee attack, you may use your reaction to roll an Acrobatics check vs. your opponent's attack roll. If you succeed, you dodge the attack entirely. You may not use this when you are surprised or unaware of your opponent. You must complete a short rest before you can use this ability again.<br />
<br />
==== Relentless ====<br />
At level 15, you discover that when you get going, almost nothing can stop you.<br />
<br />
You have advantage on rolls vs movement impairing effects, including defensive grapple checks.<br />
<br />
==== Master of War ====<br />
After reaching 18th level, you have learned to hit hard, usually where it will do the most damage.<br />
<br />
Increase your critical threat range to 19-20.<br />
<br />
=== Dragon Mage ===<br />
The power of magic flowing through you is too great to ignore. The might of Dragon Mages is legendary, after all.<br />
==== Awakened Mind ====<br />
At level 3, your mind awakens and expands as you let energy flow through you. You gain proficiency in arcana. If you are already proficient in arcana, you gain expertise. You also gain 2 cantrips from the sorcerer spell list.<br />
<br />
==== Magic Blade ====<br />
At level 7, you have learned to pour energy into your weapons.<br />
<br />
Whenever you attack with a weapon, you may spend an amount of energy (up to your Charisma modifier) to add damage to your weapon attack.<br />
On a hit, each energy spent adds 1d4 damage of the same type as your dragon's breath weapon. If you miss, the energy is still spent.<br />
<br />
==== Deadly Power ====<br />
At level 10, you may convert hit points into energy.<br />
<br />
As a bonus action, you may spend a number of Hit Dice up to your Charisma modifier, losing hit points equal to the total rolled. You gain energy equal to the number of hit points lost this way, up to your maximum energy.<br />
<br />
If you are holding a gemstone you have attuned, you may store additional energy (once you have reached your maximum) in the gem.<br />
<br />
==== Energy Siphon ====<br />
At level 15, you realize that it is possible to draw energy from others.<br />
<br />
As an action, you can pull energy from a target within 30 feet. The creature must succeed on a Constitution saving throw vs your spell save DC or roll a number of Hit Dice equal to your Charisma modifier, losing hit points equal to the total rolled, while you gain that much energy, up to your energy maximum.<br />
<br />
If you are holding a gemstone you have attuned, you may store additional energy (once you have reached your maximum) in the gem.<br />
<br />
==== True Magic ====<br />
At level 18, you are a true master of magic.<br />
<br />
You may spend energy to maintain concentration on a spell. By spending energy equal to half the casting cost of the spell (minimum of 1 energy), you maintain concentration with no roll required.<br />
<br />
=== Dragon Friend ===<br />
You have chosen not to follow the normal paths of power, instead choosing that of your dragon and your shared bond. Very few Dragon Friends are known or liked.<br />
==== Dragon Scales ====<br />
At level 3, you grow a thin layer of scales.<br />
<br />
Your base AC is 13 when not wearing armor. (AC = 13 + Dexterity modifier)<br />
<br />
==== Great Charge ====<br />
At level 7, you know that sometimes a brazen fool's charge is all that is needed.<br />
<br />
Whenever you travel at least 20 feet in a straight line and take the Dash action, you may make a regular attack on the enemy directly in front of you. That enemy makes a Strength save contested by your Strength check, if they fail, they are knocked prone, taking bonus bludgeoning damage equal to your Strength modifier.<br />
<br />
==== Glory's Roar ====<br />
At level 10, you know that every fight might be the last. <br />
<br />
Using your action, you make a mighty cry that reminds your allies of the glory of the fight.<br />
<br />
You and your allies within 120 feet gain advantage on attack rolls made against enemies with a Challenge Rating (CR) greater than their level or CR. This lasts a number of rounds equal to your Charisma modifier (minimum of 1). You cannot use this again until you finish a short rest.<br />
<br />
==== Frightful Presence ====<br />
Once you reach 15th level, you gain your dragon’s frightful presence. A creature that has saved against your dragon’s frightful presence is still affected by yours, and vice versa, until they have saved against both.<br />
==== Last Stand ====<br />
Once you reach 18th level, if you or your dragon are reduced to 0 hit points, you (or your dragon) automatically succeed on your first saving throw vs death.<br />
<br />
The conscious party (you or your dragon) may use a bonus action to touch the unconscious partner and grant them advantage on their next saving throw vs death.<br />
<br />
=== Multiclassing ===<br />
'''Multiclassing Effects.''' If you multiclass to another class that has spellcasting, reduce your energy to 1/Dragon Ryder level, and your dragon's with it.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Dragon ryder class, you must meet these prerequisites: Charisma score of 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon ryder class, you gain the following proficiencies:none<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
{{Copyright Disclaimer|owner=Christopher Paolini|franchise=Inheritance Cycle}}<br />
<br />
; Built for use with the [[Voidhaven (5e Campaign Setting)|Voidhaven]] campaign setting.</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Dragon_Ryder,_Variant_(5e_Class)&diff=1401535Dragon Ryder, Variant (5e Class)2020-11-07T15:21:41Z<p>Zibby: /* Awakened Mind */</p>
<hr />
<div>{{Design Disclaimer|5th Edition|<br />
:*Warning! This class has a dragon which is effectively another player character. It is limited in terms of what it can do, but you may still find this to be over powered for your game, or too much time dedicated to a single player each session.<br />
:*Warning! This class uses spellcasting which does not follow the usual conventions.}}<br />
===Dragon Ryder===<br />
<br />
The tiefling smirked at the small group of men that surrounded him. They believed they could kill him. They were quite wrong. He raised his blade, giving a mighty battle cry. The battle cry was unnecessary, but it did cause the humans to focus on him rather than his dragon, which rose from its hiding place beneath the desert sands. The men gave cries in panic as they were assaulted from both sides. And they fell with startling ease. Save for one, who attempted to stab the tiefling in hope to kill it. The tiefling wasn't having it as his movements seemed to blur. He escaped what seemed like a perfect hit, only hit his own attacks once, then twice, felling the human. The tiefling and dragon stood in the bloodbath, victorious.<br />
<br />
A gnome scowled, glaring at the book in his hand while his draconic companion lounged nearby. Turning his head, he called the dragon over, showing the book to her. After a moment, she pointed out a line he hadn't noticed. Extracting a gemstone from his robes and began muttering, waving his hands around. And promptly dumped a load of water all over his head. The gnome grumbled as the dragon broke out in laughter before providing a weak flame to dry off the absolutely soaked gnome. And the sun beamed down upon the two, peaceful resting until another adventure comes calling.<br />
<br />
The hordes were endless. The human swung her blade in huge arcs, hoping to make some space. Yet, no matter how fast she swung, no matter how large the swings, no space could be found. Nearby, the dragon who was her only, and greatest, friend struggled in a situation that mirrored her own. And then it happened. A goblin's knife tore across her back, and the world vanished. The world collapsed into darkness for a immeasurable amount of time. Then, light. She woke to see her friend, still besieged, standing beside her, urging her to her feet. She rose and together they fought on, each fighting only for the other.<br />
<br />
Dragon ryders are an elite group of warriors who fight alongside, and often on the back of, dragons. Yet, they are more. The dragons who stand by them are more than mounts or allies in battle. They are companions, friends, and family. They are the one who stand beside the ryder, when no one else will. As for the ryder, they are both warriors and mages. A unique magic dances at their fingertips, the blade sings in their hands, these are their paths. Still, there are those who choose to stand beside the one who would stand beside them. Dragon and ryder.<br />
<br />
===Creating a Dragon Ryder===<br />
You can make a Dragon Ryder quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose a martial melee weapon, a short bow with a quiver of 20 arrows, and an explorers pack. Be sure to pick a color of dragon with your DM.<br />
<br />
{{5e Class Features<br />
|name= Dragon Ryder<br />
|summary=Versatile spell caster bonded with a dragon.<br />
|hd= 8<br />
|spellcasting=<br />
|armor= light armor and shields<br />
|weapons= simple weapons and martial weapons<br />
|saves= Strength, Charisma<br />
|tools=none<br />
|skills=choose two from: Acrobatics, Animal Handling, Arcana, Athletics, Intimidation, History, Perception, Persuasion, and Survival<br />
|item1a=a martial melee weapon<br />
|item1b=two simple melee weapons<br />
|item2a=an exotic saddle (dragon)<br />
|item2b=<br />
|item3a=a short bow and a quiver with 20 arrows<br />
|item3b=3 Javelins<br />
|item4a=a Dungeoneer's Pack<br />
|item4b=an Explorer's Pack<br />
|classfeatures1=[[#Bonded Dragon|Bonded Dragon]], [[#Strained Bond|Strained Bond]]<br />
|classfeatures2=[[#Dragon Casting|Dragon Casting]]<br />
|classfeatures3=[[#Ryder's Bond|Ryder's Bond]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Dragon Prowess|Dragon Prowess]]<br />
|classfeatures6=[[#Draconic Senses|Draconic Senses]]<br />
|classfeatures7=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Adept ryder|Adept ryder]]<br />
|classfeatures10=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures11=[[#Ageless|Ageless]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Stalwart Ryder|Stalwart Ryder]]<br />
|classfeatures14=[[#Skilled ryder|Skilled ryder]]<br />
|classfeatures15=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Master Ryder|Master Ryder]]<br />
|classfeatures18=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Dragon Tutelage|Dragon Tutelage]]<br />
|extrasonleft=1<br />
|extra1_name=Energy<br />
|extra1_1=2<br />
|extra1_2=3<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
====Bonded Dragon ====<br />
At 1st level, you have a dragon whose alignment can differ by one from your own, either on the lawful/chaotic axis, or the good/evil axis. You and your dragon can communicate telepathically with each other up to a distance of one mile. You also have a lifespan equal to your dragon's and you age at half the normal rate for your race (if you age at all). If you or your dragon start making death saving throws, the other is distracted over concern for their partner. They have disadvantage on all checks, saving throws, and attack rolls not attempted to help their partner until their partner is either stabilized or dead. If either you or your dragon dies, the remaining one makes an Intelligence saving throw (DC = 8 + your dragon ryder level), if they succeed, they retain sanity, if failed, they become permanently insane (permanent madness) until their partner is resurrected. They cannot be cured of this madness through any other means except Divine intervention.<br />
<br />
Your dragon begins as a pseudodragon, always having a number of hit dice equal to your own. It becomes a wyrmling at 5th level, allowing you to re-roll your dragon's ability scores. It's maximum for any score is 20, and any time you get an ability score increase, you may also increase one of your dragon's ability scores by 2, or two of its ability scores by 1, up to its current maximum. Your dragon also gains Change Shape (See Adult Dragon) because of your bond with it.<br />
<br />
At 10th level, it becomes a young dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 22 while in dragon form. <br />
<br />
At 15th level, it becomes an adult dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 24 while in dragon form.<br />
<br />
Finally, at 20th level, it becomes an ancient dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 26 while in dragon form.<br />
<br />
Your dragon grants you 1 flex action which can be used during combat. At any point during the round, you may declare that you want to change a flex action into another type of action. A flex action can become: One Movement, One Action, One Bonus Action, or One Reaction. Your dragon shares an initiative position with you. It also consumes your actions; it doesn't have actions of it's own. When your dragon uses an action to use a breath weapon or other special ability, it costs an energy in addition to spending one of your actions. Each creature you control (including your character) may not take more than one movement each round, and may not take the same action or bonus action more than once each round.<br />
<br />
After reaching 5th level, when your dragon shifts into a humanoid form, it may have a class and racial bonuses, but it's maximum for strength, dexterity, and constitution becomes 20. It gains class levels equal to half its level (this does not include Hit Dice). If your dragon’s class allows it to cast spells, it gains access to the spell list appropriate for it’s class, but it uses it’s energy instead of spells per day, has access to the entire class spell list, and metamagic. This casting works exactly like your own. If an ability refers to your dragon's level, it's level is it's class level in this form, although it does retain your proficiency bonus.<br />
<br />
====Strained Bond====<br />
Beginning at 1st level, the new bond between you and your dragon has formed, but has unexpected side effects. Your dragon has an energy total equal to your own, as noted on the dragon ryder table. Using special abilities such as its breath weapon cost your dragon 1 energy.<br />
<br />
You and your dragon regain all spent energy after finishing a long rest.<br />
<br />
==== Dragon Casting ====<br />
At level 2, you find that you can draw on your own strength and that of your dragon to manifest magical effects.<br />
<br />
You can use your energy to cast spells, and have access to the entire sorcerer spell list. Each spell costs energy equal to its level. Your dragon can transfer energy to you as long as you are within 30 feet of each other. As a bonus action, your dragon may choose to lose any amount of energy and you gain it, up to your energy maximum.<br />
<br />
You gain a level of exhaustion any time you use energy equal to twice your level or more, at a rate of one exhaustion level per multiple of your level, after the first.<br />
<br />
Your spell threshold is equal to the highest level of spell that a sorcerer of your level could cast. Each time you cast a spell of a level above that, you gain a level of exhaustion for each spell level above your threshold.<br />
<br />
You normally use only verbal and somatic components to cast spells. When casting a spell which requires an item of a specific gold value, you may spend energy to temporarily create the required focus. This costs 1 energy for each 1,000 gp it would be worth (minimum of 1 energy).<br />
<br />
Beginning at level 2, you may also use any of the sorcerer’s metamagic options, using energy instead of sorcery points. You may use any number of metamagic options when you cast a spell, and many may be used more than once each. Options which double an aspect of your spell do not continue to double when you use them more than once, they simply add the base number again.<br />
<br />
The following metamagic options work a bit differently for you.<br />
<br />
;Distant Spell<br />
If you increase the range of a touch spell, each use increases the range of the spell by 30 feet.<br />
<br />
;Extended Spell<br />
You may spend energy equal to the level of a spell squared (minimum of 2), in order to cast it and grant a limited permanence. If you do so, the spell drains energy from you each day at dawn equal to it's casting cost (minimum of 1) until it is dispelled, dismissed, or you do not have the energy to maintain it. If you are maintaining a spell but don't have enough energy to maintain it at dawn, you spend all of your energy, losing an equal number of hit points and you stop maintaining all spells. Any creature effected by an extended spell may make a saving throw to end the spell's effects at each interval of its original duration.<br />
<br />
Limitations and notes are as follows:<br />
* A spell must have a duration greater than instantaneous to become permanent.<br />
* You may only maintain spells '''BELOW''' your threshold.<br />
* You may still only have a single concentration spell active at once.<br />
* If you stop maintaining a spell, it is dispelled/dismissed immediately.<br />
<br />
;Quickened Spell<br />
You may also use this on rituals to reduce their casting time to 1 minute. If used on a spell with a casting time of 1 minute (including a ritual already reduced to 1 minute), the casting time is reduced to 1 action, and can be further reduced to a bonus action. If you cast a spell as a ritual, it costs only the energy for the metamagic, but if you reduce the casting time of a ritual to 1 action or less, you must pay energy for the spell's level as normal.<br />
<br />
You may not use this metamagic option on spells with a casting time greater than 10 minutes.<br />
<br />
;Twinned Spell<br />
You may spend energy equal to any spell's total energy cost (after other metamagic options are applied) in order to cast it again. You may only use Twinned Spell once each time you cast a spell.<br />
<br />
==== Ryder's Bond ====<br />
At level 3, choose your Archetype from Dragon Knight, Dragon Mage, or Dragon Friend. You gain additional features and traits at 3rd level and at higher levels based on your choice.<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Dragon Prowess ====<br />
At 5th level, your speed increases by 10.<br />
==== Draconic Senses ====<br />
At 6th level, your bond with your dragon has given you draconic senses. You have advantage on Wisdom (Perception) checks.<br />
==== Adept ryder ====<br />
At 9th level, you gain the ability to store Energy in gemstones. During a short rest, you may spend any amount of energy to store that energy in a gemstone. As long as you are holding it, you may spend energy from it as though from yourself. You can't fill any gemstone with more energy than your current energy maximum.<br />
You must attune to a gemstone in order to store or use energy from it.<br />
<br />
==== Ageless ====<br />
Once you reach 11th level, your bond with your dragon seems to keep you young.<br />
<br />
You do not age. Your appearance does not change because of age and you do not grow weaker due to age. This does not stop you from dying at your normal time (this does not stop the long life you have from being a Dragon ryder).<br />
==== Stalwart Ryder ====<br />
Once you reach 13th level, it usually doesn't even phase you when dragons roar in battle.<br />
<br />
You gain advantage vs the frightened condition.<br />
<br />
==== Skilled ryder ====<br />
Once you reach 14th level, you have resistance to the same damage type as your dragon’s breath weapon.<br />
==== Master ryder ====<br />
Once you reach 17th level, and as an action, you may spend 5 energy to manifest your dragon’s breath weapon. You may not do this again until you have finished a short rest.<br />
==== Dragon Tutelage ====<br />
At 20th level, the bond between you and your dragon has grown and you have learned much from your dragon.<br />
<br />
You have a legendary action which you can use each round as a movement, an action, or a bonus action.<br />
<br />
(Legendary actions are taken after an enemy creature’s turn.)<br />
<br />
== Ryder's Bond ==<br />
=== Dragon Knight ===<br />
You have chosen to revel in the physical might of dragons. Few can hope to match a Dragon Knight.<br />
==== Draconic Strength ====<br />
At level 3, you already can feel the strength of dragons. Increase your Strength score by 2, to a maximum of 20. You also gain proficiency with medium armor.<br />
==== Extra Attack ====<br />
Once you reach 7th level, you may make an additional attack each time you take the attack action on your turn.<br />
==== Untouchable ====<br />
At level 10, you can force your body to move impossibly fast. <br />
<br />
When an enemy hits you with a melee attack, you may use your reaction to roll an Acrobatics check vs. your opponent's attack roll. If you succeed, you dodge the attack entirely. You may not use this when you are surprised or unaware of your opponent. You must complete a short rest before you can use this ability again.<br />
<br />
==== Relentless ====<br />
At level 15, you discover that when you get going, almost nothing can stop you.<br />
<br />
You have advantage on rolls vs movement impairing effects, including defensive grapple checks.<br />
<br />
==== Master of War ====<br />
After reaching 18th level, you have learned to hit hard, usually where it will do the most damage.<br />
<br />
Increase your critical threat range to 19-20.<br />
<br />
=== Dragon Mage ===<br />
The power of magic flowing through you is too great to ignore. The might of Dragon Mages is legendary, after all.<br />
==== Awakened Mind ====<br />
At level 3, your mind awakens and expands as you let energy flow through you. You proficiency in arcana. If you are already proficient in arcana, you gain expertise. You also gain 2 cantrips from the sorcerer spell list.<br />
<br />
==== Magic Blade ====<br />
At level 7, you have learned to pour energy into your weapons.<br />
<br />
Whenever you attack with a weapon, you may spend an amount of energy (up to your Charisma modifier) to add damage to your weapon attack.<br />
On a hit, each energy spent adds 1d4 damage of the same type as your dragon's breath weapon. If you miss, the energy is still spent.<br />
<br />
==== Deadly Power ====<br />
At level 10, you may convert hit points into energy.<br />
<br />
As a bonus action, you may spend a number of Hit Dice up to your Charisma modifier, losing hit points equal to the total rolled. You gain energy equal to the number of hit points lost this way, up to your maximum energy.<br />
<br />
If you are holding a gemstone you have attuned, you may store additional energy (once you have reached your maximum) in the gem.<br />
<br />
==== Energy Siphon ====<br />
At level 15, you realize that it is possible to draw energy from others.<br />
<br />
As an action, you can pull energy from a target within 30 feet. The creature must succeed on a Constitution saving throw vs your spell save DC or roll a number of Hit Dice equal to your Charisma modifier, losing hit points equal to the total rolled, while you gain that much energy, up to your energy maximum.<br />
<br />
If you are holding a gemstone you have attuned, you may store additional energy (once you have reached your maximum) in the gem.<br />
<br />
==== True Magic ====<br />
At level 18, you are a true master of magic.<br />
<br />
You may spend energy to maintain concentration on a spell. By spending energy equal to half the casting cost of the spell (minimum of 1 energy), you maintain concentration with no roll required.<br />
<br />
=== Dragon Friend ===<br />
You have chosen not to follow the normal paths of power, instead choosing that of your dragon and your shared bond. Very few Dragon Friends are known or liked.<br />
==== Dragon Scales ====<br />
At level 3, you grow a thin layer of scales.<br />
<br />
Your base AC is 13 when not wearing armor. (AC = 13 + Dexterity modifier)<br />
<br />
==== Great Charge ====<br />
At level 7, you know that sometimes a brazen fool's charge is all that is needed.<br />
<br />
Whenever you travel at least 20 feet in a straight line and take the Dash action, you may make a regular attack on the enemy directly in front of you. That enemy makes a Strength save contested by your Strength check, if they fail, they are knocked prone, taking bonus bludgeoning damage equal to your Strength modifier.<br />
<br />
==== Glory's Roar ====<br />
At level 10, you know that every fight might be the last. <br />
<br />
Using your action, you make a mighty cry that reminds your allies of the glory of the fight.<br />
<br />
You and your allies within 120 feet gain advantage on attack rolls made against enemies with a Challenge Rating (CR) greater than their level or CR. This lasts a number of rounds equal to your Charisma modifier (minimum of 1). You cannot use this again until you finish a short rest.<br />
<br />
==== Frightful Presence ====<br />
Once you reach 15th level, you gain your dragon’s frightful presence. A creature that has saved against your dragon’s frightful presence is still affected by yours, and vice versa, until they have saved against both.<br />
==== Last Stand ====<br />
Once you reach 18th level, if you or your dragon are reduced to 0 hit points, you (or your dragon) automatically succeed on your first saving throw vs death.<br />
<br />
The conscious party (you or your dragon) may use a bonus action to touch the unconscious partner and grant them advantage on their next saving throw vs death.<br />
<br />
=== Multiclassing ===<br />
'''Multiclassing Effects.''' If you multiclass to another class that has spellcasting, reduce your energy to 1/Dragon Ryder level, and your dragon's with it.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Dragon ryder class, you must meet these prerequisites: Charisma score of 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon ryder class, you gain the following proficiencies:none<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
{{Copyright Disclaimer|owner=Christopher Paolini|franchise=Inheritance Cycle}}<br />
<br />
; Built for use with the [[Voidhaven (5e Campaign Setting)|Voidhaven]] campaign setting.</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=The_Unwilling_Master_(5e_Subclass)&diff=1396133The Unwilling Master (5e Subclass)2020-10-24T16:43:07Z<p>Zibby: /* The Unwilling Master */</p>
<hr />
<div>===The Unwilling Master===<br />
''Warlock Subclass''<br />
<br />
The nature of the master has always been one of dominance and power. But even that is not a constant with the many situations even deities find themselves in. Sometimes, they are forced to give away a share of their power and impart knowledge for the sake of something greater. A god might grudgingly fork over his powers or teach a forbidden spell at the behest of a greater deity, or as a means of lesser evil. Powerful creatures like genies impart their assistance to warlocks in possession of their lamps and vessels, telling them magical secrets in hopes of being freed. Bound gods that have become vestiges even can serve as power sources whilst they rest, unknowingly providing you with energy and knowledge. The unwilling master is often not truly a master, but more of a partner forced into an agreement with the warlock. For foul or fair, they may require the warlock to accomplish their own deeds when no one else will. You might be someone's last resort.<br />
<br />
;Expanded Spell List<br />
As you continue to draw power from your Unwilling Master, you can choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
<br />
<b><u>Unwilling Master Expanded Spells</u></b><br />
<br />
<b>1st</b> <i>{{5e|Sleep}}, {{5e|Inflict Wounds}}</i><br />
<br />
<b>2nd</b> <i>{{5e|Arcane Lock}}, {{5e|Suggestion}}</i><br />
<br />
<b>3rd</b> <i>{{5e|Fireball}}, {{5e|Animate Dead}}</i><br />
<br />
<b>4th</b> <i>{{5e|Compulsion}}, {{5e|Ice Storm}}</i><br />
<br />
<b>5th</b> <i>{{5e|Dominate Person}}, {{5e|Passwall}}</i><br />
<br />
<b>6th</b> <i>{{5e|Chain Lightning}}, {{5e|Guards and Wards}}</i><br />
<br />
;Arcane Siphon<br />
You bond with a patron at 1st level allowing you to gain a tiny portion of it's power although it is unwilling. In like fashion, you can drain life force from creatures of significant power. When you consume a spell slot to cast a spell that reduces a creature with a CR (or level) greater than your own to 0 Hit Points, you may regain the expended spell slot. Reducing multiple creatures to 0 Hit Points with the same spell does not return additional spell slots.<br />
<br />
;Greater Boon<br />
Starting at 6th level some of the essence of your patron bleeds through your bond and manifests in you. The effect of your pact boon is increased as shown in the table below:<br />
<br />
:{| class="5e" style="text-align: left;"<br />
! Boon !! Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Pact of the Chain|| You can summon any creature of CR 1/2 or lower as your familiar. You can command your familiar to attack without using an action.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Pact of the Blade || You may summon any type of weapon as a pact weapon. Ranged pact weapons ignore the ''ammunition'', ''loading'', ''reload'' and ''misfire'' properties.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Pact of the Tome || Your tome has all of the spells provided by your patron's expanded spell list inscribed in it. They no longer count against the number of warlock spells you know, but you may cast them only when you have your book of shadows on your person. They do not require non-valuable material components when you cast them.<br />
|}<br />
<br />
;Combined Essence<br />
At 10th level your grasp on your "patron" has grown more powerful. You gain a bonus spell slot with which to cast your warlock spells.<br />
<br />
;Mastered Bond<br />
Beginning at 14th level you make your patron an offer it can't refuse, drawing more power through your bond. Your spell slots increase to 6th level. When you learn new spells, you may pick from the sixth level spells in your spell list. You may cast your 6th level mystic arcanum using your spell slots, but the reverse is not true for the 6th level spells you know.<br />
<br />
----<br />
[[Category:Warlock]]<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=The_Unwilling_Master_(5e_Subclass)&diff=1396130The Unwilling Master (5e Subclass)2020-10-24T16:42:51Z<p>Zibby: /* The Unwilling Master */</p>
<hr />
<div>===The Unwilling Master===<br />
''Warlock Subclass''<br />
<br />
The nature of the master has always been one of dominance and power. But even that is not a constant with the many situations even deities find themselves in. Sometimes, they are forced to give away a share of their power and impart knowledge for the sake of something greater. A god might grudgingly fork over his powers or teach a forbidden spell at the behest of a greater deity, or as a means of lesser evil. Powerful creatures like genies impart their assistance to warlocks in possession of their lamps and vessels, telling them magical secrets in hopes of being freed. Bound gods that have become vestiges even can serve as power sources whilst they rest, unknowingly providing you with energy and knowledge. The unwilling master is often not truly a master, but more of a partner forced into an agreement with the warlock. For foul or fair, they may require the warlock to accomplish their own deeds when no one else will. You might be someone's last resort.<br />
<br />
;Expanded Spell List<br />
As you continue to draw power from your Unwilling Master, you can choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
<br />
<b><u>Unwilling Master Expanded Spells</u></b><br />
<br />
<b>1st</b> <i>{{5e|Sleep}}, {{5e|Inflict Wounds}}</i><br />
<br />
<b>2nd</b> <i>{{5e|Arcane Lock}}, {{5e|Suggestion}}</i><br />
<br />
<b>3rd</b> <i>{{5e|Fireball}}, {{5e|Animate Dead}}</i><br />
<br />
<b>4th</b> <i>{{5e|Compulsion}}, {{5e|Ice Storm}}</i><br />
<br />
<b>5th</b> <i>{{5e|Dominate Person}}, {{5e|Passwall}}</i><br />
<br />
<b>6th</b> <i>{{5e|Chain Lightning}}, {{5e|Guards and Wards}</i><br />
<br />
;Arcane Siphon<br />
You bond with a patron at 1st level allowing you to gain a tiny portion of it's power although it is unwilling. In like fashion, you can drain life force from creatures of significant power. When you consume a spell slot to cast a spell that reduces a creature with a CR (or level) greater than your own to 0 Hit Points, you may regain the expended spell slot. Reducing multiple creatures to 0 Hit Points with the same spell does not return additional spell slots.<br />
<br />
;Greater Boon<br />
Starting at 6th level some of the essence of your patron bleeds through your bond and manifests in you. The effect of your pact boon is increased as shown in the table below:<br />
<br />
:{| class="5e" style="text-align: left;"<br />
! Boon !! Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Pact of the Chain|| You can summon any creature of CR 1/2 or lower as your familiar. You can command your familiar to attack without using an action.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Pact of the Blade || You may summon any type of weapon as a pact weapon. Ranged pact weapons ignore the ''ammunition'', ''loading'', ''reload'' and ''misfire'' properties.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Pact of the Tome || Your tome has all of the spells provided by your patron's expanded spell list inscribed in it. They no longer count against the number of warlock spells you know, but you may cast them only when you have your book of shadows on your person. They do not require non-valuable material components when you cast them.<br />
|}<br />
<br />
;Combined Essence<br />
At 10th level your grasp on your "patron" has grown more powerful. You gain a bonus spell slot with which to cast your warlock spells.<br />
<br />
;Mastered Bond<br />
Beginning at 14th level you make your patron an offer it can't refuse, drawing more power through your bond. Your spell slots increase to 6th level. When you learn new spells, you may pick from the sixth level spells in your spell list. You may cast your 6th level mystic arcanum using your spell slots, but the reverse is not true for the 6th level spells you know.<br />
<br />
----<br />
[[Category:Warlock]]<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=The_Unwilling_Master_(5e_Subclass)&diff=1396126The Unwilling Master (5e Subclass)2020-10-24T16:41:36Z<p>Zibby: /* The Unwilling Master */</p>
<hr />
<div>===The Unwilling Master===<br />
''Warlock Subclass''<br />
<br />
The nature of the master has always been one of dominance and power. But even that is not a constant with the many situations even deities find themselves in. Sometimes, they are forced to give away a share of their power and impart knowledge for the sake of something greater. A god might grudgingly fork over his powers or teach a forbidden spell at the behest of a greater deity, or as a means of lesser evil. Powerful creatures like genies impart their assistance to warlocks in possession of their lamps and vessels, telling them magical secrets in hopes of being freed. Bound gods that have become vestiges even can serve as power sources whilst they rest, unknowingly providing you with energy and knowledge. The unwilling master is often not truly a master, but more of a partner forced into an agreement with the warlock. For foul or fair, they may require the warlock to accomplish their own deeds when no one else will. You might be someone's last resort.<br />
<br />
;Expanded Spell List<br />
As you continue to draw power from your Unwilling Master, you can choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
<br />
<b><u>Unwilling Master Expanded Spells</u></b><br />
<br />
<b>1st</b> ''{{5e|Sleep}}, {{5e|Inflict Wounds}}''<br />
<br />
<b>2nd</b> ''{{5|Arcane Lock}}, {{5e|Suggestion}}''<br />
<br />
<b>3rd</b> <i>{{5e|Fireball}}, {{5e|Animate Dead}}</i><br />
<br />
<b>4th</b> <i>Compulsion, Ice Storm</i><br />
<br />
<b>5th</b> <i>Dominate Person, Passwall</i><br />
<br />
<b>6th</b> <i>Chain Lightning, Guards and Wards</i><br />
<br />
;Arcane Siphon<br />
You bond with a patron at 1st level allowing you to gain a tiny portion of it's power although it is unwilling. In like fashion, you can drain life force from creatures of significant power. When you consume a spell slot to cast a spell that reduces a creature with a CR (or level) greater than your own to 0 Hit Points, you may regain the expended spell slot. Reducing multiple creatures to 0 Hit Points with the same spell does not return additional spell slots.<br />
<br />
;Greater Boon<br />
Starting at 6th level some of the essence of your patron bleeds through your bond and manifests in you. The effect of your pact boon is increased as shown in the table below:<br />
<br />
:{| class="5e" style="text-align: left;"<br />
! Boon !! Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Pact of the Chain|| You can summon any creature of CR 1/2 or lower as your familiar. You can command your familiar to attack without using an action.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Pact of the Blade || You may summon any type of weapon as a pact weapon. Ranged pact weapons ignore the ''ammunition'', ''loading'', ''reload'' and ''misfire'' properties.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Pact of the Tome || Your tome has all of the spells provided by your patron's expanded spell list inscribed in it. They no longer count against the number of warlock spells you know, but you may cast them only when you have your book of shadows on your person. They do not require non-valuable material components when you cast them.<br />
|}<br />
<br />
;Combined Essence<br />
At 10th level your grasp on your "patron" has grown more powerful. You gain a bonus spell slot with which to cast your warlock spells.<br />
<br />
;Mastered Bond<br />
Beginning at 14th level you make your patron an offer it can't refuse, drawing more power through your bond. Your spell slots increase to 6th level. When you learn new spells, you may pick from the sixth level spells in your spell list. You may cast your 6th level mystic arcanum using your spell slots, but the reverse is not true for the 6th level spells you know.<br />
<br />
----<br />
[[Category:Warlock]]<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=The_Unwilling_Master_(5e_Subclass)&diff=1396124The Unwilling Master (5e Subclass)2020-10-24T16:40:53Z<p>Zibby: /* The Unwilling Master */</p>
<hr />
<div>===The Unwilling Master===<br />
''Warlock Subclass''<br />
<br />
The nature of the master has always been one of dominance and power. But even that is not a constant with the many situations even deities find themselves in. Sometimes, they are forced to give away a share of their power and impart knowledge for the sake of something greater. A god might grudgingly fork over his powers or teach a forbidden spell at the behest of a greater deity, or as a means of lesser evil. Powerful creatures like genies impart their assistance to warlocks in possession of their lamps and vessels, telling them magical secrets in hopes of being freed. Bound gods that have become vestiges even can serve as power sources whilst they rest, unknowingly providing you with energy and knowledge. The unwilling master is often not truly a master, but more of a partner forced into an agreement with the warlock. For foul or fair, they may require the warlock to accomplish their own deeds when no one else will. You might be someone's last resort.<br />
<br />
;Expanded Spell List<br />
As you continue to draw power from your Unwilling Master, you can choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
<br />
<b><u>Unwilling Master Expanded Spells</u></b><br />
<br />
<b>1st</b> ''{{5e|Sleep}}, {{5e|Inflict Wounds}}''<br />
<br />
<b>2nd</b> ''{{5E|Arcane Lock}}, ''{{5E|Suggestion}}<br />
<br />
<b>3rd</b> <i>Fireball, Animate Dead</i><br />
<br />
<b>4th</b> <i>Compulsion, Ice Storm</i><br />
<br />
<b>5th</b> <i>Dominate Person, Passwall</i><br />
<br />
<b>6th</b> <i>Chain Lightning, Guards and Wards</i><br />
<br />
;Arcane Siphon<br />
You bond with a patron at 1st level allowing you to gain a tiny portion of it's power although it is unwilling. In like fashion, you can drain life force from creatures of significant power. When you consume a spell slot to cast a spell that reduces a creature with a CR (or level) greater than your own to 0 Hit Points, you may regain the expended spell slot. Reducing multiple creatures to 0 Hit Points with the same spell does not return additional spell slots.<br />
<br />
;Greater Boon<br />
Starting at 6th level some of the essence of your patron bleeds through your bond and manifests in you. The effect of your pact boon is increased as shown in the table below:<br />
<br />
:{| class="5e" style="text-align: left;"<br />
! Boon !! Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Pact of the Chain|| You can summon any creature of CR 1/2 or lower as your familiar. You can command your familiar to attack without using an action.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Pact of the Blade || You may summon any type of weapon as a pact weapon. Ranged pact weapons ignore the ''ammunition'', ''loading'', ''reload'' and ''misfire'' properties.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Pact of the Tome || Your tome has all of the spells provided by your patron's expanded spell list inscribed in it. They no longer count against the number of warlock spells you know, but you may cast them only when you have your book of shadows on your person. They do not require non-valuable material components when you cast them.<br />
|}<br />
<br />
;Combined Essence<br />
At 10th level your grasp on your "patron" has grown more powerful. You gain a bonus spell slot with which to cast your warlock spells.<br />
<br />
;Mastered Bond<br />
Beginning at 14th level you make your patron an offer it can't refuse, drawing more power through your bond. Your spell slots increase to 6th level. When you learn new spells, you may pick from the sixth level spells in your spell list. You may cast your 6th level mystic arcanum using your spell slots, but the reverse is not true for the 6th level spells you know.<br />
<br />
----<br />
[[Category:Warlock]]<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=The_Unwilling_Master_(5e_Subclass)&diff=1396123The Unwilling Master (5e Subclass)2020-10-24T16:40:29Z<p>Zibby: /* The Unwilling Master */</p>
<hr />
<div>===The Unwilling Master===<br />
''Warlock Subclass''<br />
<br />
The nature of the master has always been one of dominance and power. But even that is not a constant with the many situations even deities find themselves in. Sometimes, they are forced to give away a share of their power and impart knowledge for the sake of something greater. A god might grudgingly fork over his powers or teach a forbidden spell at the behest of a greater deity, or as a means of lesser evil. Powerful creatures like genies impart their assistance to warlocks in possession of their lamps and vessels, telling them magical secrets in hopes of being freed. Bound gods that have become vestiges even can serve as power sources whilst they rest, unknowingly providing you with energy and knowledge. The unwilling master is often not truly a master, but more of a partner forced into an agreement with the warlock. For foul or fair, they may require the warlock to accomplish their own deeds when no one else will. You might be someone's last resort.<br />
<br />
;Expanded Spell List<br />
As you continue to draw power from your Unwilling Master, you can choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
<br />
<b><u>Unwilling Master Expanded Spells</u></b><br />
<br />
<b>1st</b> ''{{5e|Sleep}}, ''{{5e|Inflict Wounds}}<br />
<br />
<b>2nd</b> ''{{5E|Arcane Lock}}, ''{{5E|Suggestion}}<br />
<br />
<b>3rd</b> <i>Fireball, Animate Dead</i><br />
<br />
<b>4th</b> <i>Compulsion, Ice Storm</i><br />
<br />
<b>5th</b> <i>Dominate Person, Passwall</i><br />
<br />
<b>6th</b> <i>Chain Lightning, Guards and Wards</i><br />
<br />
;Arcane Siphon<br />
You bond with a patron at 1st level allowing you to gain a tiny portion of it's power although it is unwilling. In like fashion, you can drain life force from creatures of significant power. When you consume a spell slot to cast a spell that reduces a creature with a CR (or level) greater than your own to 0 Hit Points, you may regain the expended spell slot. Reducing multiple creatures to 0 Hit Points with the same spell does not return additional spell slots.<br />
<br />
;Greater Boon<br />
Starting at 6th level some of the essence of your patron bleeds through your bond and manifests in you. The effect of your pact boon is increased as shown in the table below:<br />
<br />
:{| class="5e" style="text-align: left;"<br />
! Boon !! Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Pact of the Chain|| You can summon any creature of CR 1/2 or lower as your familiar. You can command your familiar to attack without using an action.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Pact of the Blade || You may summon any type of weapon as a pact weapon. Ranged pact weapons ignore the ''ammunition'', ''loading'', ''reload'' and ''misfire'' properties.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Pact of the Tome || Your tome has all of the spells provided by your patron's expanded spell list inscribed in it. They no longer count against the number of warlock spells you know, but you may cast them only when you have your book of shadows on your person. They do not require non-valuable material components when you cast them.<br />
|}<br />
<br />
;Combined Essence<br />
At 10th level your grasp on your "patron" has grown more powerful. You gain a bonus spell slot with which to cast your warlock spells.<br />
<br />
;Mastered Bond<br />
Beginning at 14th level you make your patron an offer it can't refuse, drawing more power through your bond. Your spell slots increase to 6th level. When you learn new spells, you may pick from the sixth level spells in your spell list. You may cast your 6th level mystic arcanum using your spell slots, but the reverse is not true for the 6th level spells you know.<br />
<br />
----<br />
[[Category:Warlock]]<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Bound_Item_(5e_Spell)&diff=1396108Bound Item (5e Spell)2020-10-24T16:32:02Z<p>Zibby: </p>
<hr />
<div>{{5e Spell<br />
|name=Bound Item<br />
|school=conjuration <br />
|lvl=2nd<br />
|ritual=yes<br />
|casttime=1 hour (or 1 action)<br />
|range=See text<br />
|comp=V, M (The Item you are binding)<br />
|dur=Instantaneous<br />
|summary=An Item you have previously bound returns to you from a long distance.<br />
}}<br />
Over the course of the ritual, and while holding or wearing an item which you can carry that isn't attuned to anyone other than yourself, you attempt a binding on the item. Once complete, and if you don't already have the maximum number of items attuned, or you are already attuned to the item, you successfully bind the item to yourself and attune to it if necessary. This binding persists as long as you are attuned to the item.<br />
<br />
As an action, you may call an item you have previously bound. When called, a bound item of your choice which is on the same plane as you immediately appears in your free hand or on your person. If you don't have a free hand, or are already wearing an item of the same type, or the item is not on the same plane as you are, your action is spent and the item does not appear. If you or the item travel into an antimagic field, the binding is suppressed, preventing you from summoning the item until neither you or the item are in an antimagic field.<br />
----<br />
{{5e Bard Spells Breadcrumb}}<br/><br />
{{5e Cleric Spells Breadcrumb}}<br/><br />
{{5e Druid Spells Breadcrumb}}<br/><br />
{{5e Paladin Spells Breadcrumb}}<br/><br />
{{5e Ranger Spells Breadcrumb}}<br/><br />
{{5e Sorcerer Spells Breadcrumb}}<br/><br />
{{5e Wizard Spells Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Bard 2]]<br />
[[Category:Cleric 2]]<br />
[[Category:Druid 2]]<br />
[[Category:Paladin 2]]<br />
[[Category:Ranger 2]]<br />
[[Category:Sorcerer 2]]<br />
[[Category:Wizard 2]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Dragon_Ryder,_Variant_(5e_Class)&diff=1396047Dragon Ryder, Variant (5e Class)2020-10-24T14:04:43Z<p>Zibby: /* Deadly Power */</p>
<hr />
<div>{{Design Disclaimer|5th Edition|<br />
:*Warning! This class has a dragon which is effectively another player character. It is limited in terms of what it can do, but you may still find this to be over powered for your game, or too much time dedicated to a single player each session.<br />
:*Warning! This class uses spellcasting which does not follow the usual conventions.}}<br />
===Dragon Ryder===<br />
<br />
The tiefling smirked at the small group of men that surrounded him. They believed they could kill him. They were quite wrong. He raised his blade, giving a mighty battle cry. The battle cry was unnecessary, but it did cause the humans to focus on him rather than his dragon, which rose from its hiding place beneath the desert sands. The men gave cries in panic as they were assaulted from both sides. And they fell with startling ease. Save for one, who attempted to stab the tiefling in hope to kill it. The tiefling wasn't having it as his movements seemed to blur. He escaped what seemed like a perfect hit, only hit his own attacks once, then twice, felling the human. The tiefling and dragon stood in the bloodbath, victorious.<br />
<br />
A gnome scowled, glaring at the book in his hand while his draconic companion lounged nearby. Turning his head, he called the dragon over, showing the book to her. After a moment, she pointed out a line he hadn't noticed. Extracting a gemstone from his robes and began muttering, waving his hands around. And promptly dumped a load of water all over his head. The gnome grumbled as the dragon broke out in laughter before providing a weak flame to dry off the absolutely soaked gnome. And the sun beamed down upon the two, peaceful resting until another adventure comes calling.<br />
<br />
The hordes were endless. The human swung her blade in huge arcs, hoping to make some space. Yet, no matter how fast she swung, no matter how large the swings, no space could be found. Nearby, the dragon who was her only, and greatest, friend struggled in a situation that mirrored her own. And then it happened. A goblin's knife tore across her back, and the world vanished. The world collapsed into darkness for a immeasurable amount of time. Then, light. She woke to see her friend, still besieged, standing beside her, urging her to her feet. She rose and together they fought on, each fighting only for the other.<br />
<br />
Dragon ryders are an elite group of warriors who fight alongside, and often on the back of, dragons. Yet, they are more. The dragons who stand by them are more than mounts or allies in battle. They are companions, friends, and family. They are the one who stand beside the ryder, when no one else will. As for the ryder, they are both warriors and mages. A unique magic dances at their fingertips, the blade sings in their hands, these are their paths. Still, there are those who choose to stand beside the one who would stand beside them. Dragon and ryder.<br />
<br />
===Creating a Dragon Ryder===<br />
You can make a Dragon Ryder quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose a martial melee weapon, a short bow with a quiver of 20 arrows, and an explorers pack. Be sure to pick a color of dragon with your DM.<br />
<br />
{{5e Class Features<br />
|name= Dragon Ryder<br />
|summary=Versatile spell caster bonded with a dragon.<br />
|hd= 8<br />
|spellcasting=<br />
|armor= light armor and shields<br />
|weapons= simple weapons and martial weapons<br />
|saves= Strength, Charisma<br />
|tools=none<br />
|skills=choose two from: Acrobatics, Animal Handling, Arcana, Athletics, Intimidation, History, Perception, Persuasion, and Survival<br />
|item1a=a martial melee weapon<br />
|item1b=two simple melee weapons<br />
|item2a=an exotic saddle (dragon)<br />
|item2b=<br />
|item3a=a short bow and a quiver with 20 arrows<br />
|item3b=3 Javelins<br />
|item4a=a Dungeoneer's Pack<br />
|item4b=an Explorer's Pack<br />
|classfeatures1=[[#Bonded Dragon|Bonded Dragon]], [[#Strained Bond|Strained Bond]]<br />
|classfeatures2=[[#Dragon Casting|Dragon Casting]]<br />
|classfeatures3=[[#Ryder's Bond|Ryder's Bond]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Dragon Prowess|Dragon Prowess]]<br />
|classfeatures6=[[#Draconic Senses|Draconic Senses]]<br />
|classfeatures7=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Adept ryder|Adept ryder]]<br />
|classfeatures10=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures11=[[#Ageless|Ageless]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Stalwart Ryder|Stalwart Ryder]]<br />
|classfeatures14=[[#Skilled ryder|Skilled ryder]]<br />
|classfeatures15=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Master Ryder|Master Ryder]]<br />
|classfeatures18=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Dragon Tutelage|Dragon Tutelage]]<br />
|extrasonleft=1<br />
|extra1_name=Energy<br />
|extra1_1=2<br />
|extra1_2=3<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
====Bonded Dragon ====<br />
At 1st level, you have a dragon whose alignment can differ by one from your own, either on the lawful/chaotic axis, or the good/evil axis. You and your dragon can communicate telepathically with each other up to a distance of one mile. You also have a lifespan equal to your dragon's and you age at half the normal rate for your race (if you age at all). If you or your dragon start making death saving throws, the other is distracted over concern for their partner. They have disadvantage on all checks, saving throws, and attack rolls not attempted to help their partner until their partner is either stabilized or dead. If either you or your dragon dies, the remaining one makes an Intelligence saving throw (DC = 8 + your dragon ryder level), if they succeed, they retain sanity, if failed, they become permanently insane (permanent madness) until their partner is resurrected. They cannot be cured of this madness through any other means except Divine intervention.<br />
<br />
Your dragon begins as a pseudodragon, always having a number of hit dice equal to your own. It becomes a wyrmling at 5th level, allowing you to re-roll your dragon's ability scores. It's maximum for any score is 20, and any time you get an ability score increase, you may also increase one of your dragon's ability scores by 2, or two of its ability scores by 1, up to its current maximum. Your dragon also gains Change Shape (See Adult Dragon) because of your bond with it.<br />
<br />
At 10th level, it becomes a young dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 22 while in dragon form. <br />
<br />
At 15th level, it becomes an adult dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 24 while in dragon form.<br />
<br />
Finally, at 20th level, it becomes an ancient dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 26 while in dragon form.<br />
<br />
Your dragon grants you 1 flex action which can be used during combat. At any point during the round, you may declare that you want to change a flex action into another type of action. A flex action can become: One Movement, One Action, One Bonus Action, or One Reaction. Your dragon shares an initiative position with you. It also consumes your actions; it doesn't have actions of it's own. When your dragon uses an action to use a breath weapon or other special ability, it costs an energy in addition to spending one of your actions. Each creature you control (including your character) may not take more than one movement each round, and may not take the same action or bonus action more than once each round.<br />
<br />
After reaching 5th level, when your dragon shifts into a humanoid form, it may have a class and racial bonuses, but it's maximum for strength, dexterity, and constitution becomes 20. It gains class levels equal to half its level (this does not include Hit Dice). If your dragon’s class allows it to cast spells, it gains access to the spell list appropriate for it’s class, but it uses it’s energy instead of spells per day, has access to the entire class spell list, and metamagic. This casting works exactly like your own. If an ability refers to your dragon's level, it's level is it's class level in this form, although it does retain your proficiency bonus.<br />
<br />
====Strained Bond====<br />
Beginning at 1st level, the new bond between you and your dragon has formed, but has unexpected side effects. Your dragon has an energy total equal to your own, as noted on the dragon ryder table. Using special abilities such as its breath weapon cost your dragon 1 energy.<br />
<br />
You and your dragon regain all spent energy after finishing a long rest.<br />
<br />
==== Dragon Casting ====<br />
At level 2, you find that you can draw on your own strength and that of your dragon to manifest magical effects.<br />
<br />
You can use your energy to cast spells, and have access to the entire sorcerer spell list. Each spell costs energy equal to its level. Your dragon can transfer energy to you as long as you are within 30 feet of each other. As a bonus action, your dragon may choose to lose any amount of energy and you gain it, up to your energy maximum.<br />
<br />
You gain a level of exhaustion any time you use energy equal to twice your level or more, at a rate of one exhaustion level per multiple of your level, after the first.<br />
<br />
Your spell threshold is equal to the highest level of spell that a sorcerer of your level could cast. Each time you cast a spell of a level above that, you gain a level of exhaustion for each spell level above your threshold.<br />
<br />
You normally use only verbal and somatic components to cast spells. When casting a spell which requires an item of a specific gold value, you may spend energy to temporarily create the required focus. This costs 1 energy for each 1,000 gp it would be worth (minimum of 1 energy).<br />
<br />
Beginning at level 2, you may also use any of the sorcerer’s metamagic options, using energy instead of sorcery points. You may use any number of metamagic options when you cast a spell, and many may be used more than once each. Options which double an aspect of your spell do not continue to double when you use them more than once, they simply add the base number again.<br />
<br />
The following metamagic options work a bit differently for you.<br />
<br />
;Distant Spell<br />
If you increase the range of a touch spell, each use increases the range of the spell by 30 feet.<br />
<br />
;Extended Spell<br />
You may spend energy equal to the level of a spell squared (minimum of 2), in order to cast it and grant a limited permanence. If you do so, the spell drains energy from you each day at dawn equal to it's casting cost (minimum of 1) until it is dispelled, dismissed, or you do not have the energy to maintain it. If you are maintaining a spell but don't have enough energy to maintain it at dawn, you spend all of your energy, losing an equal number of hit points and you stop maintaining all spells. Any creature effected by an extended spell may make a saving throw to end the spell's effects at each interval of its original duration.<br />
<br />
Limitations and notes are as follows:<br />
* A spell must have a duration greater than instantaneous to become permanent.<br />
* You may only maintain spells '''BELOW''' your threshold.<br />
* You may still only have a single concentration spell active at once.<br />
* If you stop maintaining a spell, it is dispelled/dismissed immediately.<br />
<br />
;Quickened Spell<br />
You may also use this on rituals to reduce their casting time to 1 minute. If used on a spell with a casting time of 1 minute (including a ritual already reduced to 1 minute), the casting time is reduced to 1 action, and can be further reduced to a bonus action. If you cast a spell as a ritual, it costs only the energy for the metamagic, but if you reduce the casting time of a ritual to 1 action or less, you must pay energy for the spell's level as normal.<br />
<br />
You may not use this metamagic option on spells with a casting time greater than 10 minutes.<br />
<br />
;Twinned Spell<br />
You may spend energy equal to any spell's total energy cost (after other metamagic options are applied) in order to cast it again. You may only use Twinned Spell once each time you cast a spell.<br />
<br />
==== Ryder's Bond ====<br />
At level 3, choose your Archetype from Dragon Knight, Dragon Mage, or Dragon Friend. You gain additional features and traits at 3rd level and at higher levels based on your choice.<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Dragon Prowess ====<br />
At 5th level, your speed increases by 10.<br />
==== Draconic Senses ====<br />
At 6th level, your bond with your dragon has given you draconic senses. You have advantage on Wisdom (Perception) checks.<br />
==== Adept ryder ====<br />
At 9th level, you gain the ability to store Energy in gemstones. During a short rest, you may spend any amount of energy to store that energy in a gemstone. As long as you are holding it, you may spend energy from it as though from yourself. You can't fill any gemstone with more energy than your current energy maximum.<br />
You must attune to a gemstone in order to store or use energy from it.<br />
<br />
==== Ageless ====<br />
Once you reach 11th level, your bond with your dragon seems to keep you young.<br />
<br />
You do not age. Your appearance does not change because of age and you do not grow weaker due to age. This does not stop you from dying at your normal time (this does not stop the long life you have from being a Dragon ryder).<br />
==== Stalwart Ryder ====<br />
Once you reach 13th level, it usually doesn't even phase you when dragons roar in battle.<br />
<br />
You gain advantage vs the frightened condition.<br />
<br />
==== Skilled ryder ====<br />
Once you reach 14th level, you have resistance to the same damage type as your dragon’s breath weapon.<br />
==== Master ryder ====<br />
Once you reach 17th level, and as an action, you may spend 5 energy to manifest your dragon’s breath weapon. You may not do this again until you have finished a short rest.<br />
==== Dragon Tutelage ====<br />
At 20th level, the bond between you and your dragon has grown and you have learned much from your dragon.<br />
<br />
You have a legendary action which you can use each round as a movement, an action, or a bonus action.<br />
<br />
(Legendary actions are taken after an enemy creature’s turn.)<br />
<br />
== Ryder's Bond ==<br />
=== Dragon Knight ===<br />
You have chosen to revel in the physical might of dragons. Few can hope to match a Dragon Knight.<br />
==== Draconic Strength ====<br />
At level 3, you already can feel the strength of dragons. Increase your Strength score by 2, to a maximum of 20. You also gain proficiency with medium armor.<br />
==== Extra Attack ====<br />
Once you reach 7th level, you may make an additional attack each time you take the attack action on your turn.<br />
==== Untouchable ====<br />
At level 10, you can force your body to move impossibly fast. <br />
<br />
When an enemy hits you with a melee attack, you may use your reaction to roll an Acrobatics check vs. your opponent's attack roll. If you succeed, you dodge the attack entirely. You may not use this when you are surprised or unaware of your opponent. You must complete a short rest before you can use this ability again.<br />
<br />
==== Relentless ====<br />
At level 15, you discover that when you get going, almost nothing can stop you.<br />
<br />
You have advantage on rolls vs movement impairing effects, including defensive grapple checks.<br />
<br />
==== Master of War ====<br />
After reaching 18th level, you have learned to hit hard, usually where it will do the most damage.<br />
<br />
Increase your critical threat range to 19-20.<br />
<br />
=== Dragon Mage ===<br />
The power of magic flowing through you is too great to ignore. The might of Dragon Mages is legendary, after all.<br />
==== Awakened Mind ====<br />
At level 3, your mind awakens and expands as you let energy flow through you. You gain double proficiency in arcana, even if you didn't originally have it. You also gain 2 cantrips from the sorcerer spell list.<br />
<br />
==== Magic Blade ====<br />
At level 7, you have learned to pour energy into your weapons.<br />
<br />
Whenever you attack with a weapon, you may spend an amount of energy (up to your Charisma modifier) to add damage to your weapon attack.<br />
On a hit, each energy spent adds 1d4 damage of the same type as your dragon's breath weapon. If you miss, the energy is still spent.<br />
<br />
==== Deadly Power ====<br />
At level 10, you may convert hit points into energy.<br />
<br />
As a bonus action, you may spend a number of Hit Dice up to your Charisma modifier, losing hit points equal to the total rolled. You gain energy equal to the number of hit points lost this way, up to your maximum energy.<br />
<br />
If you are holding a gemstone you have attuned, you may store additional energy (once you have reached your maximum) in the gem.<br />
<br />
==== Energy Siphon ====<br />
At level 15, you realize that it is possible to draw energy from others.<br />
<br />
As an action, you can pull energy from a target within 30 feet. The creature must succeed on a Constitution saving throw vs your spell save DC or roll a number of Hit Dice equal to your Charisma modifier, losing hit points equal to the total rolled, while you gain that much energy, up to your energy maximum.<br />
<br />
If you are holding a gemstone you have attuned, you may store additional energy (once you have reached your maximum) in the gem.<br />
<br />
==== True Magic ====<br />
At level 18, you are a true master of magic.<br />
<br />
You may spend energy to maintain concentration on a spell. By spending energy equal to half the casting cost of the spell (minimum of 1 energy), you maintain concentration with no roll required.<br />
<br />
=== Dragon Friend ===<br />
You have chosen not to follow the normal paths of power, instead choosing that of your dragon and your shared bond. Very few Dragon Friends are known or liked.<br />
==== Dragon Scales ====<br />
At level 3, you grow a thin layer of scales.<br />
<br />
Your base AC is 13 when not wearing armor. (AC = 13 + Dexterity modifier)<br />
<br />
==== Great Charge ====<br />
At level 7, you know that sometimes a brazen fool's charge is all that is needed.<br />
<br />
Whenever you travel at least 20 feet in a straight line and take the Dash action, you may make a regular attack on the enemy directly in front of you. That enemy makes a Strength save contested by your Strength check, if they fail, they are knocked prone, taking bonus bludgeoning damage equal to your Strength modifier.<br />
<br />
==== Glory's Roar ====<br />
At level 10, you know that every fight might be the last. <br />
<br />
Using your action, you make a mighty cry that reminds your allies of the glory of the fight.<br />
<br />
You and your allies within 120 feet gain advantage on attack rolls made against enemies with a Challenge Rating (CR) greater than their level or CR. This lasts a number of rounds equal to your Charisma modifier (minimum of 1). You cannot use this again until you finish a short rest.<br />
<br />
==== Frightful Presence ====<br />
Once you reach 15th level, you gain your dragon’s frightful presence. A creature that has saved against your dragon’s frightful presence is still affected by yours, and vice versa, until they have saved against both.<br />
==== Last Stand ====<br />
Once you reach 18th level, if you or your dragon are reduced to 0 hit points, you (or your dragon) automatically succeed on your first saving throw vs death.<br />
<br />
The conscious party (you or your dragon) may use a bonus action to touch the unconscious partner and grant them advantage on their next saving throw vs death.<br />
<br />
=== Multiclassing ===<br />
'''Multiclassing Effects.''' If you multiclass to another class that has spellcasting, reduce your energy to 1/Dragon Ryder level, and your dragon's with it.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Dragon ryder class, you must meet these prerequisites: Charisma score of 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon ryder class, you gain the following proficiencies:none<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
{{Copyright Disclaimer|owner=Christopher Paolini|franchise=Inheritance Cycle}}<br />
<br />
; Built for use with the [[Voidhaven (5e Campaign Setting)|Voidhaven]] campaign setting.</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Dragon_Ryder,_Variant_(5e_Class)&diff=1396046Dragon Ryder, Variant (5e Class)2020-10-24T14:04:00Z<p>Zibby: /* Deadly Power */</p>
<hr />
<div>{{Design Disclaimer|5th Edition|<br />
:*Warning! This class has a dragon which is effectively another player character. It is limited in terms of what it can do, but you may still find this to be over powered for your game, or too much time dedicated to a single player each session.<br />
:*Warning! This class uses spellcasting which does not follow the usual conventions.}}<br />
===Dragon Ryder===<br />
<br />
The tiefling smirked at the small group of men that surrounded him. They believed they could kill him. They were quite wrong. He raised his blade, giving a mighty battle cry. The battle cry was unnecessary, but it did cause the humans to focus on him rather than his dragon, which rose from its hiding place beneath the desert sands. The men gave cries in panic as they were assaulted from both sides. And they fell with startling ease. Save for one, who attempted to stab the tiefling in hope to kill it. The tiefling wasn't having it as his movements seemed to blur. He escaped what seemed like a perfect hit, only hit his own attacks once, then twice, felling the human. The tiefling and dragon stood in the bloodbath, victorious.<br />
<br />
A gnome scowled, glaring at the book in his hand while his draconic companion lounged nearby. Turning his head, he called the dragon over, showing the book to her. After a moment, she pointed out a line he hadn't noticed. Extracting a gemstone from his robes and began muttering, waving his hands around. And promptly dumped a load of water all over his head. The gnome grumbled as the dragon broke out in laughter before providing a weak flame to dry off the absolutely soaked gnome. And the sun beamed down upon the two, peaceful resting until another adventure comes calling.<br />
<br />
The hordes were endless. The human swung her blade in huge arcs, hoping to make some space. Yet, no matter how fast she swung, no matter how large the swings, no space could be found. Nearby, the dragon who was her only, and greatest, friend struggled in a situation that mirrored her own. And then it happened. A goblin's knife tore across her back, and the world vanished. The world collapsed into darkness for a immeasurable amount of time. Then, light. She woke to see her friend, still besieged, standing beside her, urging her to her feet. She rose and together they fought on, each fighting only for the other.<br />
<br />
Dragon ryders are an elite group of warriors who fight alongside, and often on the back of, dragons. Yet, they are more. The dragons who stand by them are more than mounts or allies in battle. They are companions, friends, and family. They are the one who stand beside the ryder, when no one else will. As for the ryder, they are both warriors and mages. A unique magic dances at their fingertips, the blade sings in their hands, these are their paths. Still, there are those who choose to stand beside the one who would stand beside them. Dragon and ryder.<br />
<br />
===Creating a Dragon Ryder===<br />
You can make a Dragon Ryder quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose a martial melee weapon, a short bow with a quiver of 20 arrows, and an explorers pack. Be sure to pick a color of dragon with your DM.<br />
<br />
{{5e Class Features<br />
|name= Dragon Ryder<br />
|summary=Versatile spell caster bonded with a dragon.<br />
|hd= 8<br />
|spellcasting=<br />
|armor= light armor and shields<br />
|weapons= simple weapons and martial weapons<br />
|saves= Strength, Charisma<br />
|tools=none<br />
|skills=choose two from: Acrobatics, Animal Handling, Arcana, Athletics, Intimidation, History, Perception, Persuasion, and Survival<br />
|item1a=a martial melee weapon<br />
|item1b=two simple melee weapons<br />
|item2a=an exotic saddle (dragon)<br />
|item2b=<br />
|item3a=a short bow and a quiver with 20 arrows<br />
|item3b=3 Javelins<br />
|item4a=a Dungeoneer's Pack<br />
|item4b=an Explorer's Pack<br />
|classfeatures1=[[#Bonded Dragon|Bonded Dragon]], [[#Strained Bond|Strained Bond]]<br />
|classfeatures2=[[#Dragon Casting|Dragon Casting]]<br />
|classfeatures3=[[#Ryder's Bond|Ryder's Bond]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Dragon Prowess|Dragon Prowess]]<br />
|classfeatures6=[[#Draconic Senses|Draconic Senses]]<br />
|classfeatures7=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Adept ryder|Adept ryder]]<br />
|classfeatures10=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures11=[[#Ageless|Ageless]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Stalwart Ryder|Stalwart Ryder]]<br />
|classfeatures14=[[#Skilled ryder|Skilled ryder]]<br />
|classfeatures15=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Master Ryder|Master Ryder]]<br />
|classfeatures18=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Dragon Tutelage|Dragon Tutelage]]<br />
|extrasonleft=1<br />
|extra1_name=Energy<br />
|extra1_1=2<br />
|extra1_2=3<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
====Bonded Dragon ====<br />
At 1st level, you have a dragon whose alignment can differ by one from your own, either on the lawful/chaotic axis, or the good/evil axis. You and your dragon can communicate telepathically with each other up to a distance of one mile. You also have a lifespan equal to your dragon's and you age at half the normal rate for your race (if you age at all). If you or your dragon start making death saving throws, the other is distracted over concern for their partner. They have disadvantage on all checks, saving throws, and attack rolls not attempted to help their partner until their partner is either stabilized or dead. If either you or your dragon dies, the remaining one makes an Intelligence saving throw (DC = 8 + your dragon ryder level), if they succeed, they retain sanity, if failed, they become permanently insane (permanent madness) until their partner is resurrected. They cannot be cured of this madness through any other means except Divine intervention.<br />
<br />
Your dragon begins as a pseudodragon, always having a number of hit dice equal to your own. It becomes a wyrmling at 5th level, allowing you to re-roll your dragon's ability scores. It's maximum for any score is 20, and any time you get an ability score increase, you may also increase one of your dragon's ability scores by 2, or two of its ability scores by 1, up to its current maximum. Your dragon also gains Change Shape (See Adult Dragon) because of your bond with it.<br />
<br />
At 10th level, it becomes a young dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 22 while in dragon form. <br />
<br />
At 15th level, it becomes an adult dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 24 while in dragon form.<br />
<br />
Finally, at 20th level, it becomes an ancient dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 26 while in dragon form.<br />
<br />
Your dragon grants you 1 flex action which can be used during combat. At any point during the round, you may declare that you want to change a flex action into another type of action. A flex action can become: One Movement, One Action, One Bonus Action, or One Reaction. Your dragon shares an initiative position with you. It also consumes your actions; it doesn't have actions of it's own. When your dragon uses an action to use a breath weapon or other special ability, it costs an energy in addition to spending one of your actions. Each creature you control (including your character) may not take more than one movement each round, and may not take the same action or bonus action more than once each round.<br />
<br />
After reaching 5th level, when your dragon shifts into a humanoid form, it may have a class and racial bonuses, but it's maximum for strength, dexterity, and constitution becomes 20. It gains class levels equal to half its level (this does not include Hit Dice). If your dragon’s class allows it to cast spells, it gains access to the spell list appropriate for it’s class, but it uses it’s energy instead of spells per day, has access to the entire class spell list, and metamagic. This casting works exactly like your own. If an ability refers to your dragon's level, it's level is it's class level in this form, although it does retain your proficiency bonus.<br />
<br />
====Strained Bond====<br />
Beginning at 1st level, the new bond between you and your dragon has formed, but has unexpected side effects. Your dragon has an energy total equal to your own, as noted on the dragon ryder table. Using special abilities such as its breath weapon cost your dragon 1 energy.<br />
<br />
You and your dragon regain all spent energy after finishing a long rest.<br />
<br />
==== Dragon Casting ====<br />
At level 2, you find that you can draw on your own strength and that of your dragon to manifest magical effects.<br />
<br />
You can use your energy to cast spells, and have access to the entire sorcerer spell list. Each spell costs energy equal to its level. Your dragon can transfer energy to you as long as you are within 30 feet of each other. As a bonus action, your dragon may choose to lose any amount of energy and you gain it, up to your energy maximum.<br />
<br />
You gain a level of exhaustion any time you use energy equal to twice your level or more, at a rate of one exhaustion level per multiple of your level, after the first.<br />
<br />
Your spell threshold is equal to the highest level of spell that a sorcerer of your level could cast. Each time you cast a spell of a level above that, you gain a level of exhaustion for each spell level above your threshold.<br />
<br />
You normally use only verbal and somatic components to cast spells. When casting a spell which requires an item of a specific gold value, you may spend energy to temporarily create the required focus. This costs 1 energy for each 1,000 gp it would be worth (minimum of 1 energy).<br />
<br />
Beginning at level 2, you may also use any of the sorcerer’s metamagic options, using energy instead of sorcery points. You may use any number of metamagic options when you cast a spell, and many may be used more than once each. Options which double an aspect of your spell do not continue to double when you use them more than once, they simply add the base number again.<br />
<br />
The following metamagic options work a bit differently for you.<br />
<br />
;Distant Spell<br />
If you increase the range of a touch spell, each use increases the range of the spell by 30 feet.<br />
<br />
;Extended Spell<br />
You may spend energy equal to the level of a spell squared (minimum of 2), in order to cast it and grant a limited permanence. If you do so, the spell drains energy from you each day at dawn equal to it's casting cost (minimum of 1) until it is dispelled, dismissed, or you do not have the energy to maintain it. If you are maintaining a spell but don't have enough energy to maintain it at dawn, you spend all of your energy, losing an equal number of hit points and you stop maintaining all spells. Any creature effected by an extended spell may make a saving throw to end the spell's effects at each interval of its original duration.<br />
<br />
Limitations and notes are as follows:<br />
* A spell must have a duration greater than instantaneous to become permanent.<br />
* You may only maintain spells '''BELOW''' your threshold.<br />
* You may still only have a single concentration spell active at once.<br />
* If you stop maintaining a spell, it is dispelled/dismissed immediately.<br />
<br />
;Quickened Spell<br />
You may also use this on rituals to reduce their casting time to 1 minute. If used on a spell with a casting time of 1 minute (including a ritual already reduced to 1 minute), the casting time is reduced to 1 action, and can be further reduced to a bonus action. If you cast a spell as a ritual, it costs only the energy for the metamagic, but if you reduce the casting time of a ritual to 1 action or less, you must pay energy for the spell's level as normal.<br />
<br />
You may not use this metamagic option on spells with a casting time greater than 10 minutes.<br />
<br />
;Twinned Spell<br />
You may spend energy equal to any spell's total energy cost (after other metamagic options are applied) in order to cast it again. You may only use Twinned Spell once each time you cast a spell.<br />
<br />
==== Ryder's Bond ====<br />
At level 3, choose your Archetype from Dragon Knight, Dragon Mage, or Dragon Friend. You gain additional features and traits at 3rd level and at higher levels based on your choice.<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Dragon Prowess ====<br />
At 5th level, your speed increases by 10.<br />
==== Draconic Senses ====<br />
At 6th level, your bond with your dragon has given you draconic senses. You have advantage on Wisdom (Perception) checks.<br />
==== Adept ryder ====<br />
At 9th level, you gain the ability to store Energy in gemstones. During a short rest, you may spend any amount of energy to store that energy in a gemstone. As long as you are holding it, you may spend energy from it as though from yourself. You can't fill any gemstone with more energy than your current energy maximum.<br />
You must attune to a gemstone in order to store or use energy from it.<br />
<br />
==== Ageless ====<br />
Once you reach 11th level, your bond with your dragon seems to keep you young.<br />
<br />
You do not age. Your appearance does not change because of age and you do not grow weaker due to age. This does not stop you from dying at your normal time (this does not stop the long life you have from being a Dragon ryder).<br />
==== Stalwart Ryder ====<br />
Once you reach 13th level, it usually doesn't even phase you when dragons roar in battle.<br />
<br />
You gain advantage vs the frightened condition.<br />
<br />
==== Skilled ryder ====<br />
Once you reach 14th level, you have resistance to the same damage type as your dragon’s breath weapon.<br />
==== Master ryder ====<br />
Once you reach 17th level, and as an action, you may spend 5 energy to manifest your dragon’s breath weapon. You may not do this again until you have finished a short rest.<br />
==== Dragon Tutelage ====<br />
At 20th level, the bond between you and your dragon has grown and you have learned much from your dragon.<br />
<br />
You have a legendary action which you can use each round as a movement, an action, or a bonus action.<br />
<br />
(Legendary actions are taken after an enemy creature’s turn.)<br />
<br />
== Ryder's Bond ==<br />
=== Dragon Knight ===<br />
You have chosen to revel in the physical might of dragons. Few can hope to match a Dragon Knight.<br />
==== Draconic Strength ====<br />
At level 3, you already can feel the strength of dragons. Increase your Strength score by 2, to a maximum of 20. You also gain proficiency with medium armor.<br />
==== Extra Attack ====<br />
Once you reach 7th level, you may make an additional attack each time you take the attack action on your turn.<br />
==== Untouchable ====<br />
At level 10, you can force your body to move impossibly fast. <br />
<br />
When an enemy hits you with a melee attack, you may use your reaction to roll an Acrobatics check vs. your opponent's attack roll. If you succeed, you dodge the attack entirely. You may not use this when you are surprised or unaware of your opponent. You must complete a short rest before you can use this ability again.<br />
<br />
==== Relentless ====<br />
At level 15, you discover that when you get going, almost nothing can stop you.<br />
<br />
You have advantage on rolls vs movement impairing effects, including defensive grapple checks.<br />
<br />
==== Master of War ====<br />
After reaching 18th level, you have learned to hit hard, usually where it will do the most damage.<br />
<br />
Increase your critical threat range to 19-20.<br />
<br />
=== Dragon Mage ===<br />
The power of magic flowing through you is too great to ignore. The might of Dragon Mages is legendary, after all.<br />
==== Awakened Mind ====<br />
At level 3, your mind awakens and expands as you let energy flow through you. You gain double proficiency in arcana, even if you didn't originally have it. You also gain 2 cantrips from the sorcerer spell list.<br />
<br />
==== Magic Blade ====<br />
At level 7, you have learned to pour energy into your weapons.<br />
<br />
Whenever you attack with a weapon, you may spend an amount of energy (up to your Charisma modifier) to add damage to your weapon attack.<br />
On a hit, each energy spent adds 1d4 damage of the same type as your dragon's breath weapon. If you miss, the energy is still spent.<br />
<br />
==== Deadly Power ====<br />
At level 10, you may convert hit points into energy.<br />
<br />
As a bonus action, you may spend a number of Hit Dice up to your Arcana modifier, losing hit points equal to the total rolled. You gain energy equal to the number of hit points lost this way, up to your maximum energy.<br />
<br />
If you are holding a gemstone you have attuned, you may store additional energy (once you have reached your maximum) in the gem.<br />
<br />
==== Energy Siphon ====<br />
At level 15, you realize that it is possible to draw energy from others.<br />
<br />
As an action, you can pull energy from a target within 30 feet. The creature must succeed on a Constitution saving throw vs your spell save DC or roll a number of Hit Dice equal to your Charisma modifier, losing hit points equal to the total rolled, while you gain that much energy, up to your energy maximum.<br />
<br />
If you are holding a gemstone you have attuned, you may store additional energy (once you have reached your maximum) in the gem.<br />
<br />
==== True Magic ====<br />
At level 18, you are a true master of magic.<br />
<br />
You may spend energy to maintain concentration on a spell. By spending energy equal to half the casting cost of the spell (minimum of 1 energy), you maintain concentration with no roll required.<br />
<br />
=== Dragon Friend ===<br />
You have chosen not to follow the normal paths of power, instead choosing that of your dragon and your shared bond. Very few Dragon Friends are known or liked.<br />
==== Dragon Scales ====<br />
At level 3, you grow a thin layer of scales.<br />
<br />
Your base AC is 13 when not wearing armor. (AC = 13 + Dexterity modifier)<br />
<br />
==== Great Charge ====<br />
At level 7, you know that sometimes a brazen fool's charge is all that is needed.<br />
<br />
Whenever you travel at least 20 feet in a straight line and take the Dash action, you may make a regular attack on the enemy directly in front of you. That enemy makes a Strength save contested by your Strength check, if they fail, they are knocked prone, taking bonus bludgeoning damage equal to your Strength modifier.<br />
<br />
==== Glory's Roar ====<br />
At level 10, you know that every fight might be the last. <br />
<br />
Using your action, you make a mighty cry that reminds your allies of the glory of the fight.<br />
<br />
You and your allies within 120 feet gain advantage on attack rolls made against enemies with a Challenge Rating (CR) greater than their level or CR. This lasts a number of rounds equal to your Charisma modifier (minimum of 1). You cannot use this again until you finish a short rest.<br />
<br />
==== Frightful Presence ====<br />
Once you reach 15th level, you gain your dragon’s frightful presence. A creature that has saved against your dragon’s frightful presence is still affected by yours, and vice versa, until they have saved against both.<br />
==== Last Stand ====<br />
Once you reach 18th level, if you or your dragon are reduced to 0 hit points, you (or your dragon) automatically succeed on your first saving throw vs death.<br />
<br />
The conscious party (you or your dragon) may use a bonus action to touch the unconscious partner and grant them advantage on their next saving throw vs death.<br />
<br />
=== Multiclassing ===<br />
'''Multiclassing Effects.''' If you multiclass to another class that has spellcasting, reduce your energy to 1/Dragon Ryder level, and your dragon's with it.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Dragon ryder class, you must meet these prerequisites: Charisma score of 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon ryder class, you gain the following proficiencies:none<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
{{Copyright Disclaimer|owner=Christopher Paolini|franchise=Inheritance Cycle}}<br />
<br />
; Built for use with the [[Voidhaven (5e Campaign Setting)|Voidhaven]] campaign setting.</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Voidhaven_(5e_Campaign_Setting)&diff=1390749Voidhaven (5e Campaign Setting)2020-10-09T18:36:40Z<p>Zibby: /* Campaign Setting Information */</p>
<hr />
<div>{{WIP}}<br />
{{Campaign Setting Rating|3}}<br />
<br />
= Voidhaven =<br />
<br />
The world breathed a collective sigh of relief as the void was pushed back and sealed off from the plane. The portals which had opened in the chaos closed, but those who had travelled through them would have to make a new home here or find their own way back. Elves, humans, dwarves, orcs, and more had travelled here. Some on purpose, others by accident, and just a few by force. These last gained true power on the journey; enough to contend with the Ancients themselves.<br />
<br />
== Campaign Setting Information ==<br />
<br />
{| class="column" style="width: 100%;" cellspacing="0" cellpadding="0"<br />
|-<br />
| style="width: 33%;" |<br />
'''<BIG>Players Guide</BIG><br />
<br />
;[[5e Classes (Voidhaven Supplement)|Classes]]<br />
:A quick look at how classes fit into the world and what roles they commonly find themselves in, intended as a supplement for existing player's handbook information<br />
:*[[Dragon Ryder, Variant (5e Class)|Class: '''Dragon Ryder''']]<br />
:*[[Mage (5e Class)|Class: '''Mage''']]<br />
:*[[Spellweaver (5e Class)|Class: '''Spellweaver''']]<br />
:*[[Zealot (5e Class)|Class: '''Zealot''']]<br />
<br />
;[[5e Equipment (Voidhaven Supplement)|Equipment]]<br />
:Magical items; crafting, and disenchanting<br />
<br />
:*[[Creating Equipment and Magic Items (Voidhaven Supplement)|Item Creation and Disenchanting]]<br />
<br />
;[[Magic (Voidhaven Supplement)|Magic & Technology]]<br />
: The magic and technology of Voidhaven.<br />
:*[[Spellsyphon (5e Equipment)|Vehicle: '''Spellsyphon''']]<br />
<br />
;[[Races (Voidhaven Supplement)|Races]]<br />
:Descriptions of how the various races figure into the world of Voidhaven and what place they have assumed in the geography and society<br />
:*[[Nökken (5e Race)|Race: '''Nökken''']]<br />
:*[[Clockwork (5e Race Variant)|Race: '''Clockwork''']]<br />
;[[Religion (Voidhaven Supplement)|Religion]]<br />
:An examination of the Voidhaven pantheon(s) of gods, their common appearances, their attributions, their practices of worship and how they commonly interact with the world<br />
<br />
:*[[The Greater and Lesser Gods (5e MyDeity)|Greater and Lesser Gods]]<br />
:*[[The Younger and Older Gods (5e MyDeity)|Younger and Older Gods]]<br />
:*[[The Ancients(5e MyDeity)|The Ancients]]<br />
<br />
| style="width: 33%;" |<br />
'''<big>World of Voidhaven</big>'''<br />
<br />
;[[Time and History (Voidhaven Supplement)|Time and History]]<br />
:The broad history of Voidhaven, divided into general eras. For DM purposes, these are (will be) where to find all relevant information for a game in voidhaven, divided into ages based on when your game takes place.<br />
:*[[Age of Clans (Voidhaven supplement)|Age of Clans]]<br />
:*[[Imperial Age (Voidhaven supplement)|Imperial Age]]<br />
:*[[Clockwork Age (Voidhaven supplement)|Clockwork Age]]<br />
:*[[Apocalypse (Voidhaven supplement)|Apocalypse]]<br />
<br />
| style="width: 34%;" |<br />
'''<BIG>Dungeon Master's Guide</BIG><br />
<br />
;[[About (Voidhaven Supplement)|About]]<br />
:A general explanation of Voidhaven and the general world building mindset, along with various outside resources and examples to use as references in developing a campaign or understanding the world.<br />
<br />
;[[5e Artifacts (Voidhaven Supplement)|Artifacts]]<br />
:Artifacts of great power and importance<br />
:*[[Chocanter's Grace (5e Equipment)|'''Chocanter's Grace''']]<br />
:*[[Daziira's Judgement (5e Equipment)|'''Daziira's Judgement''']]<br />
:*[[Glacius' Folly (5e Equipment)|'''Glacius' Folly''']]<br />
:*[[The Harvester's Touch (5e Equipment)|'''The Harvester's Touch''']]<br />
:*[[Khan's Flame (5e Equipment)|'''Khan's Flame''']]<br />
:*[[Rechnar's Wrath (5e Equipment)|'''Rechnar's Wrath''']]<br />
:*[[Reya's Torment (5e Equipment)|'''Reya's Torment''']]<br />
:*[[Riktahla's Essence (5e Equipment)|'''Riktahla's Essence''']]<br />
:*[[Seal of Eternity (5e Equipment)|'''Seal of Eternity''']]<br />
:*[[Zwalair's Breath (5e Equipment)|'''Zwalair's Breath''']]<br />
<br />
;[[Variant Rules (Voidhaven Supplement)|Variant Rules]]<br />
: Use whatever optional rules you want, honestly. I suggest these ones.<br />
:*[[Useful Materials (5e Variant Rule)|Useful Materials]]<br />
:*[[Making Contacts (5e Variant Rule)|Making Contacts]]<br />
:*[[Partial Armor (5e Variant Rule)|Partial Armor]]<br />
:*[[Multiple Characters (5e Variant Rule)|Multiple Characters]]<br />
:*[[Creating Equipment and Magic Items (Voidhaven Supplement)|Creating Equipment and Magic Items]]<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:Voidhaven]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Voidhaven_(5e_Campaign_Setting)&diff=1390747Voidhaven (5e Campaign Setting)2020-10-09T18:35:56Z<p>Zibby: /* Campaign Setting Information */</p>
<hr />
<div>{{WIP}}<br />
{{Campaign Setting Rating|3}}<br />
<br />
= Voidhaven =<br />
<br />
The world breathed a collective sigh of relief as the void was pushed back and sealed off from the plane. The portals which had opened in the chaos closed, but those who had travelled through them would have to make a new home here or find their own way back. Elves, humans, dwarves, orcs, and more had travelled here. Some on purpose, others by accident, and just a few by force. These last gained true power on the journey; enough to contend with the Ancients themselves.<br />
<br />
== Campaign Setting Information ==<br />
<br />
{| class="column" style="width: 100%;" cellspacing="0" cellpadding="0"<br />
|-<br />
| style="width: 33%;" |<br />
'''<BIG>Players Guide</BIG><br />
<br />
;[[5e Classes (Voidhaven Supplement)|Classes]]<br />
:A quick look at how classes fit into the world and what roles they commonly find themselves in, intended as a supplement for existing player's handbook information<br />
:*[[Dragon Ryder, Variant (5e Class)|Class: '''Dragon Ryder''']]<br />
:*[[Mage (5e Class)|Class: '''Mage''']]<br />
:*[[Spellweaver (5e Class)|Class: '''Spellweaver''']]<br />
:*[[Zealot (5e Class)|Class: '''Zealot''']]<br />
<br />
;[[5e Equipment (Voidhaven Supplement)|Equipment]]<br />
:Magical items; crafting, and disenchanting<br />
<br />
:*[[Creating Equipment and Magic Items (Voidhaven Supplement)|Item Creation and Disenchanting]]<br />
<br />
;[[Magic (Voidhaven Supplement)|Magic & Technology]]<br />
: The magic and technology of Voidhaven.<br />
:*[[Spellsyphon (5e Equipment)|Vehicle: '''Spellsyphon''']]<br />
<br />
;[[Races (Voidhaven Supplement)|Races]]<br />
:Descriptions of how the various races figure into the world of Voidhaven and what place they have assumed in the geography and society<br />
:*[[Nökken (5e Race)|Race: '''Nökken''']]<br />
:*[[Clockwork (5e Race Variant)|Race: '''Clockwork''']]<br />
;[[Religion (Voidhaven Supplement)|Religion]]<br />
:An examination of the Voidhaven pantheon(s) of gods, their common appearances, their attributions, their practices of worship and how they commonly interact with the world<br />
<br />
:*[[The Greater and Lesser Gods (5e MyDeity)|Greater and Lesser Gods]]<br />
:*[[The Younger and Older Gods (5e MyDeity)|Younger and Older Gods]]<br />
:*[[The Ancients(5e MyDeity)|The Ancients]]<br />
<br />
| style="width: 33%;" |<br />
'''<big>World of Voidhaven</big>'''<br />
<br />
;[[Time and History (Voidhaven Supplement)|Time and History]]<br />
:The broad history of Voidhaven, divided into general eras. For DM purposes, these are (will be) where to find all relevant information for a game in voidhaven, divided into ages based on when your game takes place.<br />
:*[[Age of Clans (Voidhaven supplement)|Age of Clans]]<br />
:*[[Imperial Age (Voidhaven supplement)|Imperial Age]]<br />
:*[[Clockwork Age (Voidhaven supplement)|Clockwork Age]]<br />
:*[[Apocalypse (Voidhaven supplement)|Apocalypse]]<br />
<br />
| style="width: 34%;" |<br />
'''<BIG>Dungeon Master's Guide</BIG><br />
<br />
;[[About (Voidhaven Supplement)|About]]<br />
:A general explanation of Voidhaven and the general world building mindset, along with various outside resources and examples to use as references in developing a campaign or understanding the world.<br />
<br />
;[[5e Artifacts (Voidhaven Supplement)|Artifacts]]<br />
:Artifacts of great power and importance<br />
:*[[Chocanter's Grace (5e Equipment)|'''Chocanter's Grace''']]<br />
:*[[Daziira's Judgement (5e Equipment)|'''Daziira's Judgement''']]<br />
:*[[Glacius' Folly (5e Equipment)|'''Glacius' Folly''']]<br />
:*[[Khan's Flame (5e Equipment)|'''Khan's Flame''']]<br />
:*[[Rechnar's Wrath (5e Equipment)|'''Rechnar's Wrath''']]<br />
:*[[Reya's Torment (5e Equipment)|'''Reya's Torment''']]<br />
:*[[Riktahla's Essence (5e Equipment)|'''Riktahla's Essence''']]<br />
:*[[Zwalair's Breath (5e Equipment)|'''Zwalair's Breath''']]<br />
:*[[Seal of Eternity (5e Equipment)|'''Seal of Eternity''']]<br />
:*[[The Harvester's Touch (5e Equipment)|'''The Harvester's Touch''']]<br />
<br />
;[[Variant Rules (Voidhaven Supplement)|Variant Rules]]<br />
: Use whatever optional rules you want, honestly. I suggest these ones.<br />
:*[[Useful Materials (5e Variant Rule)|Useful Materials]]<br />
:*[[Making Contacts (5e Variant Rule)|Making Contacts]]<br />
:*[[Partial Armor (5e Variant Rule)|Partial Armor]]<br />
:*[[Multiple Characters (5e Variant Rule)|Multiple Characters]]<br />
:*[[Creating Equipment and Magic Items (Voidhaven Supplement)|Creating Equipment and Magic Items]]<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:Voidhaven]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Talk:Mage_(5e_Class)&diff=1372395Talk:Mage (5e Class)2020-08-28T13:45:36Z<p>Zibby: /* Adding spells known */</p>
<hr />
<div>I would like to know what spell lists this class can choose from?<br />
<br />
== Spell selection ==<br />
<br />
The mage may only have one spell per spell level in their focus, or "spellbook". This means that they will have only 9 spells, even at level 20, unless the player makes class choices that grant bonus spells. Mages do not gain bonus spells from stats or level.<br />
<br />
Because they are choosing so few spells, and they do not follow the bounds of normal magic classes, they may choose from the bard, sorcerer, warlock, and wizards schools. This allows for an excellent selection, but still grants no more than 9 spells total.<br />
<br />
== Adding cleric ==<br />
<br />
Adding cleric spells, martial weapons, and generally making the arcane bolt even better than it is, will simply make this class overpowered. I would like to note once again that I created this as an alternate wizard/sorcerer. Adding cleric spells simply makes it the jack of all trades when it comes to magic. If you feel that it would make a good healer please make an alternate version.<br />
<br />
== Balance ==<br />
<br />
Added Somatic component to arcane bolt. It is still not a cantrip, as it can only be cast 10 times per long rest and it is meant to be different than other spells. Also removed immunity from opportunity attacks for being within 5 feet, for balance.<br />
<br />
If you choose to get the spellcasting feature of another class, you are granted that feature at its "lowest level" in order to discourage that. Such a feature stolen from another class will not level up any further. Doing so will simply grant masses of level 1 spells to choose from, and even then, not enough slots to use them all. I don't believe this is unbalanced, it simply makes for a quite low powered character.<br />
<br />
: After building a mage-sorlock (20th level variant human), I have come across a balance issue. Suppose that we take Pact Magic at 3rd level. This grants spell slots and spells known which now count as mage spells for us and we can use any of our spell slots to cast them. At 7th level we select Font of Magic which gives us sorcery points we can't spend yet, so nothing of value right away, but at 10th level we select Metamagic so that we have some great options without multiclassing to sorcerer or warlock. At 14th level we can select invocations which helps our Eldritch Blast quite a bit, and suddenly we are floating in spell slots because several of our favorite antics are covered with at-will invocations. Now at 17th level we select a pact, and we have many of the best parts of the two classes, and the spell slots of both at 20th level. At this point there is very little that our mage-sorlock cannot do, and with 4 level 5 spell slots that recharge every short rest, the warlock pact magic feature has more than doubled our available spells known as bonus spells.<br />
<br />
:The main problem with this is that if we lose our focus, we are out all of our spells. On the up side though, our 15 warlock spells would be readily available once we make a new focus; it's just the 9 wizard spells that we would actually lose. The solution for this is simple though; if we take pact of the blade, we can make any magic weapon our pact weapon. If we find a staff that can also act as a focus, we can dismiss our focus and re-summon it at will.<br />
<br />
:To recap, this level 20 character is almost a full sorcerer, most of a warlock, and has the expertise of a bard while using only Charisma for his -now 24- known spells which cannot be taken away without our player feeling like the DM is targeting him for power gaming (which he is). <br />
<br />
: My solution is simple, I think. One should have to multiclass to get base class abilities. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 03:26, 29 October 2018 (MDT)<br />
<br />
:: Replacing the ability modifier used by any ability with your charisma modifier sounds nice, but doesn't make sense and isn't balanced. Other classes do not get to use a single ability score for everything, you should have to consider your options and where you put your points as you build a mage. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 01:22, 10 January 2019 (MST)<br />
= Dead levels ==<br />
<br />
The unfinished tag with the reasoning "multiple dead levels" is not appropriate. The original wizard has 8 such "dead" levels, but actually, they are gaining spells of new levels.<br />
<br />
This class does contain a "dead" level where nothing in particular is gained, but adding additional things at various levels simply for the sake of adding things, does not create a balanced class. The base classes do not gain bells and whistles at every level, and niether does a mage. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 22:08, 3 September 2017 (MDT)<br />
<br />
:The PHB wizard does not have any dead levels. Every level they are either gaining a class feature, an ASI, or a new spell slot level.<br />
:At the moment, this class has nothing at 14th level. I would sooner multiclass into something else than gain nothing but 4 hit points. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:41, 4 September 2017 (MDT)<br />
<br />
:Also, why the redundancy of having access to both the wizard spell list and the sorcerer spell list? And what's with arcane bolt? "a bonus spell which you may cast without using a spell slot" - a ''cantrip'', then? Presumably the spell attack is a ''ranged'' spell attack? What does "at 1st tier" mean? Tiers aren't mentioned anywhere else. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:56, 4 September 2017 (MDT)<br />
<br />
: Oh, the tier reference was a relic from 4th edition, thank you. I have updated that bit to make more sense. The sorcerer and wizard have slightly different spells that they can cast, depending on where one is sourcing thier spell list. This class is meant to have access to a wide number of spells, but be limited on how many they can have at a given time. I will add something for 14th level when something good/useful occurs to me. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 21:56, 4 September 2017 (MDT)<br />
<br />
<br />
== Give and Take ==<br />
<br />
The Mage class is made with the idea in mind of being similar to the wizard and other arcane casters but unlike the wizard the mage doesn't waste time every day choosing what spells to bring and just uses the spells he had prepared already. Since this was not stated anywhere expressly, I added detail to what happens when a Mage wants to learn a new spell. Since the mage can learn spells from things like spell scrolls and spell books, like wizards do, then it only makes sense that the source of the spell is consumed by the action, like when wizards do it. However when wizards learn a new spell it just becomes a part of their spell book, Mages do not have a spellbook to be storing their old spells in, so I changed it so that when a new spell is learned then the old spell is ejected from the arcane focus in the form of a spell scroll, this way the spell still exists and can be relearned later if you wanted to. Since both the new spell and the old spell are the same level, and both most likely came from spell scrolls, then there is no increase in value for the player, simply a change in their available spells to cast. I also made it take 1 hour of focus to change the spells because that way it takes a short enough amount of time to be in the theme of the class while also being long enough the player won't be able to change their spells constantly.<br />
:The reason I reverted it is because if you make them eject a [[5e SRD:Spell Scroll|Spell Scroll]], then you give the player a free magic item. Which from the current wording, since a wizard does not consume whatever they are copying the spell from into their spell book. Thus a Mage will be able to create a new Spell Scroll at least 8 times during a Long Rest. According to the DMG, a spell scroll is minimally worth 50 gp, for a common spell. So to be able to create 8 of these during a Long Rest is essentially allowing the player to spawn at least 400 gp between each Long Rest. This free magic item can also be used to allow the Mage or another party member to cast that level spell without the need of wasting a spellslot. <br />
:As for your reasoning, classes like Sorcerer and Warlock have a similar feature to the Mage, only be able to gain and change spells upon level up which is what I am assuming was the original intent of this class. Because if you read the previous comments: "Because they are choosing so few spells, and they do not follow the bounds of normal magic classes, they may choose from the bard, sorcerer, warlock, and wizards schools. This allows for an excellent selection, but still grants no more than 9 spells total." Thus, if you're allowing spell preparation combined with the amount of different types of spells a Mage can learn, this makes the Mage far superior to a normal Wizard, Warlock or Sorcerer due to sheer versatility. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 12:18, 15 March 2018 (MDT)<br />
<br />
: I understand you concern, and after reading you comments I changed the wording slightly, now it is explicitly stated that the source of the new spell is consumed and to learn a new spell you must expend a spell slot. This means that a sheet from a spell book or a spell scroll would turn to ash or something similar after the mage learns the new spell which prevents just making mass copies of the same spell, also since there is now a spell slot cost a Mage can't just make free uses of magic spells for himself or his party. <br />
: Also you are a little off on two things. 1. magic scrolls are worth 50gp, however if the source was another spell scroll then no value is added, also it explicitly states you must ''focus'' on the spell to gain the new spell, which means you could do this process during a short rest or travelling maybe, not during a long rest. 2. It isn't stated that the mage can change their spells known when they level up, only that when they unlock a new level of spell slot their gain a spell of that level, which means reading the original version that the spell you choose at first level stays with you whether you like it or not until level 20, unless you have access to spell scrolls or a spellbook with a spell you like better.<br />
<br />
::That doesn't really solve the problem since the text doesn't say what the source has to be. Thus players can circumvent it by: lets say the original spell is on a spell scroll, then they copy the spell into a book worth 25 gp or a sheet of paper worth 2 sp, and then copy that into their focus, destroying the book or sheet of paper to get a spell scroll worth 50 gp or higher. Thus they still have the original scroll and essentially made a profit of 25gp. And since it's short rest, it means a player can actually do it 24 times per day to actually make an upwards of 600 gp this way, especially on non-adventuring days or a Mage decides to stay in an inn all day making these scrolls for money or up until they finish using up all their spellslots.<br />
::Also magic scrolls are worth at least 50 gp if its a common one, and is worth up to 50,000 gp or more if its a legendary magic scroll. So if a Mage does this with a 9th level spell, they turn 25gp into 50,000+ gp. Similarly once they get the first scroll, they can use the money they attained above to buy the new scrolls for the higher level spells. And then rinse and repeat. <br />
::And I was saying the fact they get so many spell choices, is the reason why they shouldn't be allowed to prepare spells. It'd be much better to add that they can change their known spells upon level up like Sorcerer or Warlock to not have to deal with the free money generation problem. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 13:14, 15 March 2018 (MDT)<br />
<br />
:: You should refer to the PHB and DMG for spell scrolls and spellbooks here, the reason being that when a wizard (argueably the best class in the game to be making scrolls and books) make a new page in their spell book at the very least it costs them 50gp to make the new page, which increases with the level of the spell. This has to do with the materials to make the spell viable. Also spell scrolls and pages from a spell book are listed as possible sources, but simply by having the name of a spell, or something like a sketch of the spell's formula wouldn't work for this class since it wouldn't be viable for a wizard to use such a source. And again I would like to state that it takes 1 hour of "focus" to change just one spell, meaning if a mage did nothing but convert pages from someone else's spellbook into spell scrolls they could maybe get 8 scrolls done after a full day's work, and by removing those pages they also reduce the value of the spellbook in question. If a player wanted to make money, it would be faster to just make spell scrolls the normal way and sell the spellbook rather than trying to use their class features in some kind of an exploit. Also it isn't possible for a mage to absorb spells of a higher level than they have access to, so your loop of buying more and more valuable spells isn't possible <br />
:: On your comment about the Mage having spells prepared, please realize that a level 11 Mage only has 6 spells known, plus whatever bonus spells give themselves, while other classes like the wizard or cleric would have at least 12 spells prepared, and since it not only takes an hour but also drains spell slots to change their spells known I think that Mages have a great amount of possible versatility, however that only applies in the long term, and that unless they know what to expect days in advance a Mage might have trouble changing their known spells into other spells. All a DM has to do to keep a Mage player weak is either not provide a lot of spell books and scrolls or just have the party require all the Mage's spell slots not leaving them extra slots to use and change their spells known. If a Mage player wanted to have a lot more possible spells, their only real option is to buy a large spellbook or many spell scrolls and keep them on their person at all times, and since both of those are open to damage or being stolen that isn't a good idea. As an added example of why this isn't overpowered, if a Mage encounters a scroll of something like say a 3rd level fireball spell, but cast with a 9th level slot, then the Mage in question could take an hour and expend a 3rd level slot gaining the spell fireball, but losing the added value of the original scroll since it would now be weaker.<br />
:::Okay, let us assume that it now takes 50 gold to transcribe a spell into a new book. The spell scroll abuse would then be applicable in the situation a 3rd level Mage get their hands on a 2nd level or higher spell scroll because those are considered uncommon magic items according to the [[5e SRD:Spell Scroll|SRD]], and thus worth around 500 gp when the player attempts to sell it. Thus it the player would start making profits of 450 gp per day minimally assuming they only make one and find a buyer in 1d6 days according to page 130 of the DMG. And let's use your estimate that a player only makes 8 of these per day, even though it should only be 2 because they only have two 2nd level spell slots at this level. But to make 8 of this per day is a minimum of 3600 gold per day. And asking for a DM to never provide the players with spell scrolls is unrealistic, because what if the DM was a newbie and did not know about this abuse, and the player then does it the moment they get their hands on a spell scroll?<br />
:::And no, it would not be faster to make spell scrolls the normal way because according to page 129 of the DMG, to craft a Uncommon magic item will minimally require 500 gp, which is 10x more expensive then it is to transcribe and create via Mage. <br />
:::As for the spell preparation, I would still rather it not spit out magic items which is my main concern with your change. Also, in your example, if a player just transcribes the scroll according to page 200 of the DMG, and consumes that transcription instead, then the original scroll wouldn't have lost value. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 12:43, 16 March 2018 (MDT)<br />
<br />
::: Alright, this could be argued further as to why the current set-up isn't broken, which would include the fact higher level spells cost more to put into spellbooks, but I won't press the issue. My problem with how the class worked originally was that as soon as a Mage found a spell they liked slightly more, they then had to spend an unspecified amount of time and gold to put it into their focus, and the old spell went POOF. My change was put in place to remedy these 2 issues, but considering the lengths you will go to argue, I will simply change it again into something less abusable.<br />
<br />
::::This current change can still be used for gold farming purposes, just a bit more convoluted. Because let's say the player has a 2nd level spell, a 1st level common spell scroll, and 50 gp with a book/paper to transcribe it. So the process then just changes to:<br />
::::Step 1: The Mage transcribes his current known 2nd level spell into the paper/book for 50 gp. Alternatively, the Mage can find a 2nd level scroll and transcribe that onto the paper/book for 50 gp. <br />
::::Step 2: Now, the Mage swap his 1st level spell in scroll with the 2nd level spell. This would turn the common 1st level scroll into a 2nd level scroll which is a uncommon magic item. The value of the 1st level spell scroll essentially quintupled and the spell scroll is now worth 500 gp. <br />
::::Step 3: Then the player can absorb the 2nd level spell he transcribed at step 1 to regain it and the 1st level spell is now on a useless piece of paper or book which can now be scrapped.<br />
::::Step 4: Sell the scroll for 500 gp. This gold can then be used to buy any the common 1st level spell scrolls for 100 gp with a profit of 400gp (25gp of this profit can be used to buy another book if necessary)<br />
::::Step 5: Repeat from step 1<br />
::::Thus all this change does is become a magic item item rarity swapping mechanism. You might as well just use wording for spell preparation and nerf the amount of different classes of spells the Mage can take from. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 08:04, 17 March 2018 (MDT)<br />
<br />
:::: While I am glad that you have a burning passion for this class, I will just say flatly that you are wrong this time. Since a Mage cannot swap spells of a different level, and since the swap means that a 2nd level spell scroll stays a 2nd level spell scroll, as well as a spellbook page stays a spellbook page, then that means that no value is added or created by the Mage's actions. Since the change is the way it is currently, that means that no spell scrolls pop out anymore, and your proposed loop would be better suited for any wizard in the party, which I don't think is even within the rules then.<br />
<br />
:::::"When you wish to imbue a new spell into your focus it takes you 1 hour of focus which can be done during a short rest, after which the spell in your focus and the spell you are learning switch places, with the old spell now occupying the scroll, page, etc. and the spell you wanted to learn now in your focus" This does not specify it cannot be of different levels. And the loop can't be done using a regular SRD wizard because a real wizard doesn't spit out or change magic items, unlike what this line of text is implying. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 21:24, 17 March 2018 (MDT)<br />
<br />
::::: As stated at the start of the class, a Mage only has 1 spell for each level, aside from bonus spells, and since the new spells are not bonus spells that means that there is only 1 spot open for spells of each level. You cannot use the base Mage class to have 2 level 3 spells at the same time, unless one is a bonus spell, which spells gained from books and scrolls are not. So as a result, I did not feel it needed to be restated that the new spell and old spell MUST be the same level, as it had already been established.<br />
<br />
:::::: I do like the wording as it is currently, and it does capture the original intent and feel of the Mage without proliferating magic items for free. It is interesting that this can trade spells out of a spellbook now, but it feels appropriate. The class feels fairly balanced, in that Arcane Bolt is a powerful almost-cantrip, but having only one spell of each level offsets that power nicely. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 01:55, 22 October 2018 (MDT)<br />
<br />
Gaining tricks of the trade at additional levels is extremely overpowered. The mage is not meant to have all of the things from every class, tricks of the trade is meant to give features about as much as any other class. It is not intended to make the mage more powerful than any other class, or even equal to other classes. The strength of the mage is in having a wide variety of skills. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 16:25, 2 October 2018 (MDT)<br />
<br />
== Charisma vs Wisdom ==<br />
<br />
This class is the very essence of irresponsible, using pure willpower to buy past the learning and memorization of a normal wizard. That doesn't sound like wisdom, it's charisma. Please don't change this class to a wisdom based class, it doesn't fit in the least.<br />
<br />
== Adding spells known ==<br />
<br />
The recent edit of adding spells known to be more like other full casters was undone, as it defeats the point of this class entirely. This is not meant to be a wizard with a few spells that you don't have to bother preparing. This is about a character that has found a shortcut to casting and memorizing spells in order to get by. Please make a wizard if you want a class with more spells known at each level. For a mage, getting more spells is intentionally more difficult unless your DM gives you lots of scrolls and spellbooks. Even so, casting them all gets a bit dicey and takes time and planning. Again, please don't try to make the mage into just another wizard but with a fancy staff.<br />
[[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 07:45, 28 August 2020 (MDT)</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Talk:Mage_(5e_Class)&diff=1372393Talk:Mage (5e Class)2020-08-28T13:39:32Z<p>Zibby: /* Adding spells known */</p>
<hr />
<div>I would like to know what spell lists this class can choose from?<br />
<br />
== Spell selection ==<br />
<br />
The mage may only have one spell per spell level in their focus, or "spellbook". This means that they will have only 9 spells, even at level 20, unless the player makes class choices that grant bonus spells. Mages do not gain bonus spells from stats or level.<br />
<br />
Because they are choosing so few spells, and they do not follow the bounds of normal magic classes, they may choose from the bard, sorcerer, warlock, and wizards schools. This allows for an excellent selection, but still grants no more than 9 spells total.<br />
<br />
== Adding cleric ==<br />
<br />
Adding cleric spells, martial weapons, and generally making the arcane bolt even better than it is, will simply make this class overpowered. I would like to note once again that I created this as an alternate wizard/sorcerer. Adding cleric spells simply makes it the jack of all trades when it comes to magic. If you feel that it would make a good healer please make an alternate version.<br />
<br />
== Balance ==<br />
<br />
Added Somatic component to arcane bolt. It is still not a cantrip, as it can only be cast 10 times per long rest and it is meant to be different than other spells. Also removed immunity from opportunity attacks for being within 5 feet, for balance.<br />
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If you choose to get the spellcasting feature of another class, you are granted that feature at its "lowest level" in order to discourage that. Such a feature stolen from another class will not level up any further. Doing so will simply grant masses of level 1 spells to choose from, and even then, not enough slots to use them all. I don't believe this is unbalanced, it simply makes for a quite low powered character.<br />
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: After building a mage-sorlock (20th level variant human), I have come across a balance issue. Suppose that we take Pact Magic at 3rd level. This grants spell slots and spells known which now count as mage spells for us and we can use any of our spell slots to cast them. At 7th level we select Font of Magic which gives us sorcery points we can't spend yet, so nothing of value right away, but at 10th level we select Metamagic so that we have some great options without multiclassing to sorcerer or warlock. At 14th level we can select invocations which helps our Eldritch Blast quite a bit, and suddenly we are floating in spell slots because several of our favorite antics are covered with at-will invocations. Now at 17th level we select a pact, and we have many of the best parts of the two classes, and the spell slots of both at 20th level. At this point there is very little that our mage-sorlock cannot do, and with 4 level 5 spell slots that recharge every short rest, the warlock pact magic feature has more than doubled our available spells known as bonus spells.<br />
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:The main problem with this is that if we lose our focus, we are out all of our spells. On the up side though, our 15 warlock spells would be readily available once we make a new focus; it's just the 9 wizard spells that we would actually lose. The solution for this is simple though; if we take pact of the blade, we can make any magic weapon our pact weapon. If we find a staff that can also act as a focus, we can dismiss our focus and re-summon it at will.<br />
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:To recap, this level 20 character is almost a full sorcerer, most of a warlock, and has the expertise of a bard while using only Charisma for his -now 24- known spells which cannot be taken away without our player feeling like the DM is targeting him for power gaming (which he is). <br />
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: My solution is simple, I think. One should have to multiclass to get base class abilities. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 03:26, 29 October 2018 (MDT)<br />
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:: Replacing the ability modifier used by any ability with your charisma modifier sounds nice, but doesn't make sense and isn't balanced. Other classes do not get to use a single ability score for everything, you should have to consider your options and where you put your points as you build a mage. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 01:22, 10 January 2019 (MST)<br />
= Dead levels ==<br />
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The unfinished tag with the reasoning "multiple dead levels" is not appropriate. The original wizard has 8 such "dead" levels, but actually, they are gaining spells of new levels.<br />
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This class does contain a "dead" level where nothing in particular is gained, but adding additional things at various levels simply for the sake of adding things, does not create a balanced class. The base classes do not gain bells and whistles at every level, and niether does a mage. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 22:08, 3 September 2017 (MDT)<br />
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:The PHB wizard does not have any dead levels. Every level they are either gaining a class feature, an ASI, or a new spell slot level.<br />
:At the moment, this class has nothing at 14th level. I would sooner multiclass into something else than gain nothing but 4 hit points. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:41, 4 September 2017 (MDT)<br />
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:Also, why the redundancy of having access to both the wizard spell list and the sorcerer spell list? And what's with arcane bolt? "a bonus spell which you may cast without using a spell slot" - a ''cantrip'', then? Presumably the spell attack is a ''ranged'' spell attack? What does "at 1st tier" mean? Tiers aren't mentioned anywhere else. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:56, 4 September 2017 (MDT)<br />
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: Oh, the tier reference was a relic from 4th edition, thank you. I have updated that bit to make more sense. The sorcerer and wizard have slightly different spells that they can cast, depending on where one is sourcing thier spell list. This class is meant to have access to a wide number of spells, but be limited on how many they can have at a given time. I will add something for 14th level when something good/useful occurs to me. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 21:56, 4 September 2017 (MDT)<br />
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== Give and Take ==<br />
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The Mage class is made with the idea in mind of being similar to the wizard and other arcane casters but unlike the wizard the mage doesn't waste time every day choosing what spells to bring and just uses the spells he had prepared already. Since this was not stated anywhere expressly, I added detail to what happens when a Mage wants to learn a new spell. Since the mage can learn spells from things like spell scrolls and spell books, like wizards do, then it only makes sense that the source of the spell is consumed by the action, like when wizards do it. However when wizards learn a new spell it just becomes a part of their spell book, Mages do not have a spellbook to be storing their old spells in, so I changed it so that when a new spell is learned then the old spell is ejected from the arcane focus in the form of a spell scroll, this way the spell still exists and can be relearned later if you wanted to. Since both the new spell and the old spell are the same level, and both most likely came from spell scrolls, then there is no increase in value for the player, simply a change in their available spells to cast. I also made it take 1 hour of focus to change the spells because that way it takes a short enough amount of time to be in the theme of the class while also being long enough the player won't be able to change their spells constantly.<br />
:The reason I reverted it is because if you make them eject a [[5e SRD:Spell Scroll|Spell Scroll]], then you give the player a free magic item. Which from the current wording, since a wizard does not consume whatever they are copying the spell from into their spell book. Thus a Mage will be able to create a new Spell Scroll at least 8 times during a Long Rest. According to the DMG, a spell scroll is minimally worth 50 gp, for a common spell. So to be able to create 8 of these during a Long Rest is essentially allowing the player to spawn at least 400 gp between each Long Rest. This free magic item can also be used to allow the Mage or another party member to cast that level spell without the need of wasting a spellslot. <br />
:As for your reasoning, classes like Sorcerer and Warlock have a similar feature to the Mage, only be able to gain and change spells upon level up which is what I am assuming was the original intent of this class. Because if you read the previous comments: "Because they are choosing so few spells, and they do not follow the bounds of normal magic classes, they may choose from the bard, sorcerer, warlock, and wizards schools. This allows for an excellent selection, but still grants no more than 9 spells total." Thus, if you're allowing spell preparation combined with the amount of different types of spells a Mage can learn, this makes the Mage far superior to a normal Wizard, Warlock or Sorcerer due to sheer versatility. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 12:18, 15 March 2018 (MDT)<br />
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: I understand you concern, and after reading you comments I changed the wording slightly, now it is explicitly stated that the source of the new spell is consumed and to learn a new spell you must expend a spell slot. This means that a sheet from a spell book or a spell scroll would turn to ash or something similar after the mage learns the new spell which prevents just making mass copies of the same spell, also since there is now a spell slot cost a Mage can't just make free uses of magic spells for himself or his party. <br />
: Also you are a little off on two things. 1. magic scrolls are worth 50gp, however if the source was another spell scroll then no value is added, also it explicitly states you must ''focus'' on the spell to gain the new spell, which means you could do this process during a short rest or travelling maybe, not during a long rest. 2. It isn't stated that the mage can change their spells known when they level up, only that when they unlock a new level of spell slot their gain a spell of that level, which means reading the original version that the spell you choose at first level stays with you whether you like it or not until level 20, unless you have access to spell scrolls or a spellbook with a spell you like better.<br />
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::That doesn't really solve the problem since the text doesn't say what the source has to be. Thus players can circumvent it by: lets say the original spell is on a spell scroll, then they copy the spell into a book worth 25 gp or a sheet of paper worth 2 sp, and then copy that into their focus, destroying the book or sheet of paper to get a spell scroll worth 50 gp or higher. Thus they still have the original scroll and essentially made a profit of 25gp. And since it's short rest, it means a player can actually do it 24 times per day to actually make an upwards of 600 gp this way, especially on non-adventuring days or a Mage decides to stay in an inn all day making these scrolls for money or up until they finish using up all their spellslots.<br />
::Also magic scrolls are worth at least 50 gp if its a common one, and is worth up to 50,000 gp or more if its a legendary magic scroll. So if a Mage does this with a 9th level spell, they turn 25gp into 50,000+ gp. Similarly once they get the first scroll, they can use the money they attained above to buy the new scrolls for the higher level spells. And then rinse and repeat. <br />
::And I was saying the fact they get so many spell choices, is the reason why they shouldn't be allowed to prepare spells. It'd be much better to add that they can change their known spells upon level up like Sorcerer or Warlock to not have to deal with the free money generation problem. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 13:14, 15 March 2018 (MDT)<br />
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:: You should refer to the PHB and DMG for spell scrolls and spellbooks here, the reason being that when a wizard (argueably the best class in the game to be making scrolls and books) make a new page in their spell book at the very least it costs them 50gp to make the new page, which increases with the level of the spell. This has to do with the materials to make the spell viable. Also spell scrolls and pages from a spell book are listed as possible sources, but simply by having the name of a spell, or something like a sketch of the spell's formula wouldn't work for this class since it wouldn't be viable for a wizard to use such a source. And again I would like to state that it takes 1 hour of "focus" to change just one spell, meaning if a mage did nothing but convert pages from someone else's spellbook into spell scrolls they could maybe get 8 scrolls done after a full day's work, and by removing those pages they also reduce the value of the spellbook in question. If a player wanted to make money, it would be faster to just make spell scrolls the normal way and sell the spellbook rather than trying to use their class features in some kind of an exploit. Also it isn't possible for a mage to absorb spells of a higher level than they have access to, so your loop of buying more and more valuable spells isn't possible <br />
:: On your comment about the Mage having spells prepared, please realize that a level 11 Mage only has 6 spells known, plus whatever bonus spells give themselves, while other classes like the wizard or cleric would have at least 12 spells prepared, and since it not only takes an hour but also drains spell slots to change their spells known I think that Mages have a great amount of possible versatility, however that only applies in the long term, and that unless they know what to expect days in advance a Mage might have trouble changing their known spells into other spells. All a DM has to do to keep a Mage player weak is either not provide a lot of spell books and scrolls or just have the party require all the Mage's spell slots not leaving them extra slots to use and change their spells known. If a Mage player wanted to have a lot more possible spells, their only real option is to buy a large spellbook or many spell scrolls and keep them on their person at all times, and since both of those are open to damage or being stolen that isn't a good idea. As an added example of why this isn't overpowered, if a Mage encounters a scroll of something like say a 3rd level fireball spell, but cast with a 9th level slot, then the Mage in question could take an hour and expend a 3rd level slot gaining the spell fireball, but losing the added value of the original scroll since it would now be weaker.<br />
:::Okay, let us assume that it now takes 50 gold to transcribe a spell into a new book. The spell scroll abuse would then be applicable in the situation a 3rd level Mage get their hands on a 2nd level or higher spell scroll because those are considered uncommon magic items according to the [[5e SRD:Spell Scroll|SRD]], and thus worth around 500 gp when the player attempts to sell it. Thus it the player would start making profits of 450 gp per day minimally assuming they only make one and find a buyer in 1d6 days according to page 130 of the DMG. And let's use your estimate that a player only makes 8 of these per day, even though it should only be 2 because they only have two 2nd level spell slots at this level. But to make 8 of this per day is a minimum of 3600 gold per day. And asking for a DM to never provide the players with spell scrolls is unrealistic, because what if the DM was a newbie and did not know about this abuse, and the player then does it the moment they get their hands on a spell scroll?<br />
:::And no, it would not be faster to make spell scrolls the normal way because according to page 129 of the DMG, to craft a Uncommon magic item will minimally require 500 gp, which is 10x more expensive then it is to transcribe and create via Mage. <br />
:::As for the spell preparation, I would still rather it not spit out magic items which is my main concern with your change. Also, in your example, if a player just transcribes the scroll according to page 200 of the DMG, and consumes that transcription instead, then the original scroll wouldn't have lost value. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 12:43, 16 March 2018 (MDT)<br />
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::: Alright, this could be argued further as to why the current set-up isn't broken, which would include the fact higher level spells cost more to put into spellbooks, but I won't press the issue. My problem with how the class worked originally was that as soon as a Mage found a spell they liked slightly more, they then had to spend an unspecified amount of time and gold to put it into their focus, and the old spell went POOF. My change was put in place to remedy these 2 issues, but considering the lengths you will go to argue, I will simply change it again into something less abusable.<br />
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::::This current change can still be used for gold farming purposes, just a bit more convoluted. Because let's say the player has a 2nd level spell, a 1st level common spell scroll, and 50 gp with a book/paper to transcribe it. So the process then just changes to:<br />
::::Step 1: The Mage transcribes his current known 2nd level spell into the paper/book for 50 gp. Alternatively, the Mage can find a 2nd level scroll and transcribe that onto the paper/book for 50 gp. <br />
::::Step 2: Now, the Mage swap his 1st level spell in scroll with the 2nd level spell. This would turn the common 1st level scroll into a 2nd level scroll which is a uncommon magic item. The value of the 1st level spell scroll essentially quintupled and the spell scroll is now worth 500 gp. <br />
::::Step 3: Then the player can absorb the 2nd level spell he transcribed at step 1 to regain it and the 1st level spell is now on a useless piece of paper or book which can now be scrapped.<br />
::::Step 4: Sell the scroll for 500 gp. This gold can then be used to buy any the common 1st level spell scrolls for 100 gp with a profit of 400gp (25gp of this profit can be used to buy another book if necessary)<br />
::::Step 5: Repeat from step 1<br />
::::Thus all this change does is become a magic item item rarity swapping mechanism. You might as well just use wording for spell preparation and nerf the amount of different classes of spells the Mage can take from. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 08:04, 17 March 2018 (MDT)<br />
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:::: While I am glad that you have a burning passion for this class, I will just say flatly that you are wrong this time. Since a Mage cannot swap spells of a different level, and since the swap means that a 2nd level spell scroll stays a 2nd level spell scroll, as well as a spellbook page stays a spellbook page, then that means that no value is added or created by the Mage's actions. Since the change is the way it is currently, that means that no spell scrolls pop out anymore, and your proposed loop would be better suited for any wizard in the party, which I don't think is even within the rules then.<br />
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:::::"When you wish to imbue a new spell into your focus it takes you 1 hour of focus which can be done during a short rest, after which the spell in your focus and the spell you are learning switch places, with the old spell now occupying the scroll, page, etc. and the spell you wanted to learn now in your focus" This does not specify it cannot be of different levels. And the loop can't be done using a regular SRD wizard because a real wizard doesn't spit out or change magic items, unlike what this line of text is implying. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 21:24, 17 March 2018 (MDT)<br />
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::::: As stated at the start of the class, a Mage only has 1 spell for each level, aside from bonus spells, and since the new spells are not bonus spells that means that there is only 1 spot open for spells of each level. You cannot use the base Mage class to have 2 level 3 spells at the same time, unless one is a bonus spell, which spells gained from books and scrolls are not. So as a result, I did not feel it needed to be restated that the new spell and old spell MUST be the same level, as it had already been established.<br />
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:::::: I do like the wording as it is currently, and it does capture the original intent and feel of the Mage without proliferating magic items for free. It is interesting that this can trade spells out of a spellbook now, but it feels appropriate. The class feels fairly balanced, in that Arcane Bolt is a powerful almost-cantrip, but having only one spell of each level offsets that power nicely. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 01:55, 22 October 2018 (MDT)<br />
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Gaining tricks of the trade at additional levels is extremely overpowered. The mage is not meant to have all of the things from every class, tricks of the trade is meant to give features about as much as any other class. It is not intended to make the mage more powerful than any other class, or even equal to other classes. The strength of the mage is in having a wide variety of skills. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 16:25, 2 October 2018 (MDT)<br />
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== Charisma vs Wisdom ==<br />
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This class is the very essence of irresponsible, using pure willpower to buy past the learning and memorization of a normal wizard. That doesn't sound like wisdom, it's charisma. Please don't change this class to a wisdom based class, it doesn't fit in the least.<br />
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== Adding spells known ==<br />
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The recent edit of adding spells known to be more like other full casters was undone, as it defeats the point of this class entirely. This is not meant to be a wizard with a few spells that you don't have to bother preparing. This is about a character that has found a shortcut to casting and memorizing spells in order to get by. Please make a wizard if you want a class with more spells known at each level. For a mage, getting more spells is intentionally more difficult unless your DM gives you lots of scrolls and spellbooks. Even so, casting them all gets a bit dicey and takes time and planning. Again, please don't try to make the mage into just another wizard but with a fancy staff.</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Talk:Mage_(5e_Class)&diff=1372392Talk:Mage (5e Class)2020-08-28T13:23:46Z<p>Zibby: </p>
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<div>I would like to know what spell lists this class can choose from?<br />
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== Spell selection ==<br />
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The mage may only have one spell per spell level in their focus, or "spellbook". This means that they will have only 9 spells, even at level 20, unless the player makes class choices that grant bonus spells. Mages do not gain bonus spells from stats or level.<br />
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Because they are choosing so few spells, and they do not follow the bounds of normal magic classes, they may choose from the bard, sorcerer, warlock, and wizards schools. This allows for an excellent selection, but still grants no more than 9 spells total.<br />
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== Adding cleric ==<br />
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Adding cleric spells, martial weapons, and generally making the arcane bolt even better than it is, will simply make this class overpowered. I would like to note once again that I created this as an alternate wizard/sorcerer. Adding cleric spells simply makes it the jack of all trades when it comes to magic. If you feel that it would make a good healer please make an alternate version.<br />
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== Balance ==<br />
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Added Somatic component to arcane bolt. It is still not a cantrip, as it can only be cast 10 times per long rest and it is meant to be different than other spells. Also removed immunity from opportunity attacks for being within 5 feet, for balance.<br />
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If you choose to get the spellcasting feature of another class, you are granted that feature at its "lowest level" in order to discourage that. Such a feature stolen from another class will not level up any further. Doing so will simply grant masses of level 1 spells to choose from, and even then, not enough slots to use them all. I don't believe this is unbalanced, it simply makes for a quite low powered character.<br />
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: After building a mage-sorlock (20th level variant human), I have come across a balance issue. Suppose that we take Pact Magic at 3rd level. This grants spell slots and spells known which now count as mage spells for us and we can use any of our spell slots to cast them. At 7th level we select Font of Magic which gives us sorcery points we can't spend yet, so nothing of value right away, but at 10th level we select Metamagic so that we have some great options without multiclassing to sorcerer or warlock. At 14th level we can select invocations which helps our Eldritch Blast quite a bit, and suddenly we are floating in spell slots because several of our favorite antics are covered with at-will invocations. Now at 17th level we select a pact, and we have many of the best parts of the two classes, and the spell slots of both at 20th level. At this point there is very little that our mage-sorlock cannot do, and with 4 level 5 spell slots that recharge every short rest, the warlock pact magic feature has more than doubled our available spells known as bonus spells.<br />
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:The main problem with this is that if we lose our focus, we are out all of our spells. On the up side though, our 15 warlock spells would be readily available once we make a new focus; it's just the 9 wizard spells that we would actually lose. The solution for this is simple though; if we take pact of the blade, we can make any magic weapon our pact weapon. If we find a staff that can also act as a focus, we can dismiss our focus and re-summon it at will.<br />
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:To recap, this level 20 character is almost a full sorcerer, most of a warlock, and has the expertise of a bard while using only Charisma for his -now 24- known spells which cannot be taken away without our player feeling like the DM is targeting him for power gaming (which he is). <br />
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: My solution is simple, I think. One should have to multiclass to get base class abilities. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 03:26, 29 October 2018 (MDT)<br />
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:: Replacing the ability modifier used by any ability with your charisma modifier sounds nice, but doesn't make sense and isn't balanced. Other classes do not get to use a single ability score for everything, you should have to consider your options and where you put your points as you build a mage. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 01:22, 10 January 2019 (MST)<br />
= Dead levels ==<br />
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The unfinished tag with the reasoning "multiple dead levels" is not appropriate. The original wizard has 8 such "dead" levels, but actually, they are gaining spells of new levels.<br />
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This class does contain a "dead" level where nothing in particular is gained, but adding additional things at various levels simply for the sake of adding things, does not create a balanced class. The base classes do not gain bells and whistles at every level, and niether does a mage. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 22:08, 3 September 2017 (MDT)<br />
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:The PHB wizard does not have any dead levels. Every level they are either gaining a class feature, an ASI, or a new spell slot level.<br />
:At the moment, this class has nothing at 14th level. I would sooner multiclass into something else than gain nothing but 4 hit points. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:41, 4 September 2017 (MDT)<br />
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:Also, why the redundancy of having access to both the wizard spell list and the sorcerer spell list? And what's with arcane bolt? "a bonus spell which you may cast without using a spell slot" - a ''cantrip'', then? Presumably the spell attack is a ''ranged'' spell attack? What does "at 1st tier" mean? Tiers aren't mentioned anywhere else. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:56, 4 September 2017 (MDT)<br />
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: Oh, the tier reference was a relic from 4th edition, thank you. I have updated that bit to make more sense. The sorcerer and wizard have slightly different spells that they can cast, depending on where one is sourcing thier spell list. This class is meant to have access to a wide number of spells, but be limited on how many they can have at a given time. I will add something for 14th level when something good/useful occurs to me. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 21:56, 4 September 2017 (MDT)<br />
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== Give and Take ==<br />
<br />
The Mage class is made with the idea in mind of being similar to the wizard and other arcane casters but unlike the wizard the mage doesn't waste time every day choosing what spells to bring and just uses the spells he had prepared already. Since this was not stated anywhere expressly, I added detail to what happens when a Mage wants to learn a new spell. Since the mage can learn spells from things like spell scrolls and spell books, like wizards do, then it only makes sense that the source of the spell is consumed by the action, like when wizards do it. However when wizards learn a new spell it just becomes a part of their spell book, Mages do not have a spellbook to be storing their old spells in, so I changed it so that when a new spell is learned then the old spell is ejected from the arcane focus in the form of a spell scroll, this way the spell still exists and can be relearned later if you wanted to. Since both the new spell and the old spell are the same level, and both most likely came from spell scrolls, then there is no increase in value for the player, simply a change in their available spells to cast. I also made it take 1 hour of focus to change the spells because that way it takes a short enough amount of time to be in the theme of the class while also being long enough the player won't be able to change their spells constantly.<br />
:The reason I reverted it is because if you make them eject a [[5e SRD:Spell Scroll|Spell Scroll]], then you give the player a free magic item. Which from the current wording, since a wizard does not consume whatever they are copying the spell from into their spell book. Thus a Mage will be able to create a new Spell Scroll at least 8 times during a Long Rest. According to the DMG, a spell scroll is minimally worth 50 gp, for a common spell. So to be able to create 8 of these during a Long Rest is essentially allowing the player to spawn at least 400 gp between each Long Rest. This free magic item can also be used to allow the Mage or another party member to cast that level spell without the need of wasting a spellslot. <br />
:As for your reasoning, classes like Sorcerer and Warlock have a similar feature to the Mage, only be able to gain and change spells upon level up which is what I am assuming was the original intent of this class. Because if you read the previous comments: "Because they are choosing so few spells, and they do not follow the bounds of normal magic classes, they may choose from the bard, sorcerer, warlock, and wizards schools. This allows for an excellent selection, but still grants no more than 9 spells total." Thus, if you're allowing spell preparation combined with the amount of different types of spells a Mage can learn, this makes the Mage far superior to a normal Wizard, Warlock or Sorcerer due to sheer versatility. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 12:18, 15 March 2018 (MDT)<br />
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: I understand you concern, and after reading you comments I changed the wording slightly, now it is explicitly stated that the source of the new spell is consumed and to learn a new spell you must expend a spell slot. This means that a sheet from a spell book or a spell scroll would turn to ash or something similar after the mage learns the new spell which prevents just making mass copies of the same spell, also since there is now a spell slot cost a Mage can't just make free uses of magic spells for himself or his party. <br />
: Also you are a little off on two things. 1. magic scrolls are worth 50gp, however if the source was another spell scroll then no value is added, also it explicitly states you must ''focus'' on the spell to gain the new spell, which means you could do this process during a short rest or travelling maybe, not during a long rest. 2. It isn't stated that the mage can change their spells known when they level up, only that when they unlock a new level of spell slot their gain a spell of that level, which means reading the original version that the spell you choose at first level stays with you whether you like it or not until level 20, unless you have access to spell scrolls or a spellbook with a spell you like better.<br />
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::That doesn't really solve the problem since the text doesn't say what the source has to be. Thus players can circumvent it by: lets say the original spell is on a spell scroll, then they copy the spell into a book worth 25 gp or a sheet of paper worth 2 sp, and then copy that into their focus, destroying the book or sheet of paper to get a spell scroll worth 50 gp or higher. Thus they still have the original scroll and essentially made a profit of 25gp. And since it's short rest, it means a player can actually do it 24 times per day to actually make an upwards of 600 gp this way, especially on non-adventuring days or a Mage decides to stay in an inn all day making these scrolls for money or up until they finish using up all their spellslots.<br />
::Also magic scrolls are worth at least 50 gp if its a common one, and is worth up to 50,000 gp or more if its a legendary magic scroll. So if a Mage does this with a 9th level spell, they turn 25gp into 50,000+ gp. Similarly once they get the first scroll, they can use the money they attained above to buy the new scrolls for the higher level spells. And then rinse and repeat. <br />
::And I was saying the fact they get so many spell choices, is the reason why they shouldn't be allowed to prepare spells. It'd be much better to add that they can change their known spells upon level up like Sorcerer or Warlock to not have to deal with the free money generation problem. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 13:14, 15 March 2018 (MDT)<br />
<br />
:: You should refer to the PHB and DMG for spell scrolls and spellbooks here, the reason being that when a wizard (argueably the best class in the game to be making scrolls and books) make a new page in their spell book at the very least it costs them 50gp to make the new page, which increases with the level of the spell. This has to do with the materials to make the spell viable. Also spell scrolls and pages from a spell book are listed as possible sources, but simply by having the name of a spell, or something like a sketch of the spell's formula wouldn't work for this class since it wouldn't be viable for a wizard to use such a source. And again I would like to state that it takes 1 hour of "focus" to change just one spell, meaning if a mage did nothing but convert pages from someone else's spellbook into spell scrolls they could maybe get 8 scrolls done after a full day's work, and by removing those pages they also reduce the value of the spellbook in question. If a player wanted to make money, it would be faster to just make spell scrolls the normal way and sell the spellbook rather than trying to use their class features in some kind of an exploit. Also it isn't possible for a mage to absorb spells of a higher level than they have access to, so your loop of buying more and more valuable spells isn't possible <br />
:: On your comment about the Mage having spells prepared, please realize that a level 11 Mage only has 6 spells known, plus whatever bonus spells give themselves, while other classes like the wizard or cleric would have at least 12 spells prepared, and since it not only takes an hour but also drains spell slots to change their spells known I think that Mages have a great amount of possible versatility, however that only applies in the long term, and that unless they know what to expect days in advance a Mage might have trouble changing their known spells into other spells. All a DM has to do to keep a Mage player weak is either not provide a lot of spell books and scrolls or just have the party require all the Mage's spell slots not leaving them extra slots to use and change their spells known. If a Mage player wanted to have a lot more possible spells, their only real option is to buy a large spellbook or many spell scrolls and keep them on their person at all times, and since both of those are open to damage or being stolen that isn't a good idea. As an added example of why this isn't overpowered, if a Mage encounters a scroll of something like say a 3rd level fireball spell, but cast with a 9th level slot, then the Mage in question could take an hour and expend a 3rd level slot gaining the spell fireball, but losing the added value of the original scroll since it would now be weaker.<br />
:::Okay, let us assume that it now takes 50 gold to transcribe a spell into a new book. The spell scroll abuse would then be applicable in the situation a 3rd level Mage get their hands on a 2nd level or higher spell scroll because those are considered uncommon magic items according to the [[5e SRD:Spell Scroll|SRD]], and thus worth around 500 gp when the player attempts to sell it. Thus it the player would start making profits of 450 gp per day minimally assuming they only make one and find a buyer in 1d6 days according to page 130 of the DMG. And let's use your estimate that a player only makes 8 of these per day, even though it should only be 2 because they only have two 2nd level spell slots at this level. But to make 8 of this per day is a minimum of 3600 gold per day. And asking for a DM to never provide the players with spell scrolls is unrealistic, because what if the DM was a newbie and did not know about this abuse, and the player then does it the moment they get their hands on a spell scroll?<br />
:::And no, it would not be faster to make spell scrolls the normal way because according to page 129 of the DMG, to craft a Uncommon magic item will minimally require 500 gp, which is 10x more expensive then it is to transcribe and create via Mage. <br />
:::As for the spell preparation, I would still rather it not spit out magic items which is my main concern with your change. Also, in your example, if a player just transcribes the scroll according to page 200 of the DMG, and consumes that transcription instead, then the original scroll wouldn't have lost value. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 12:43, 16 March 2018 (MDT)<br />
<br />
::: Alright, this could be argued further as to why the current set-up isn't broken, which would include the fact higher level spells cost more to put into spellbooks, but I won't press the issue. My problem with how the class worked originally was that as soon as a Mage found a spell they liked slightly more, they then had to spend an unspecified amount of time and gold to put it into their focus, and the old spell went POOF. My change was put in place to remedy these 2 issues, but considering the lengths you will go to argue, I will simply change it again into something less abusable.<br />
<br />
::::This current change can still be used for gold farming purposes, just a bit more convoluted. Because let's say the player has a 2nd level spell, a 1st level common spell scroll, and 50 gp with a book/paper to transcribe it. So the process then just changes to:<br />
::::Step 1: The Mage transcribes his current known 2nd level spell into the paper/book for 50 gp. Alternatively, the Mage can find a 2nd level scroll and transcribe that onto the paper/book for 50 gp. <br />
::::Step 2: Now, the Mage swap his 1st level spell in scroll with the 2nd level spell. This would turn the common 1st level scroll into a 2nd level scroll which is a uncommon magic item. The value of the 1st level spell scroll essentially quintupled and the spell scroll is now worth 500 gp. <br />
::::Step 3: Then the player can absorb the 2nd level spell he transcribed at step 1 to regain it and the 1st level spell is now on a useless piece of paper or book which can now be scrapped.<br />
::::Step 4: Sell the scroll for 500 gp. This gold can then be used to buy any the common 1st level spell scrolls for 100 gp with a profit of 400gp (25gp of this profit can be used to buy another book if necessary)<br />
::::Step 5: Repeat from step 1<br />
::::Thus all this change does is become a magic item item rarity swapping mechanism. You might as well just use wording for spell preparation and nerf the amount of different classes of spells the Mage can take from. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 08:04, 17 March 2018 (MDT)<br />
<br />
:::: While I am glad that you have a burning passion for this class, I will just say flatly that you are wrong this time. Since a Mage cannot swap spells of a different level, and since the swap means that a 2nd level spell scroll stays a 2nd level spell scroll, as well as a spellbook page stays a spellbook page, then that means that no value is added or created by the Mage's actions. Since the change is the way it is currently, that means that no spell scrolls pop out anymore, and your proposed loop would be better suited for any wizard in the party, which I don't think is even within the rules then.<br />
<br />
:::::"When you wish to imbue a new spell into your focus it takes you 1 hour of focus which can be done during a short rest, after which the spell in your focus and the spell you are learning switch places, with the old spell now occupying the scroll, page, etc. and the spell you wanted to learn now in your focus" This does not specify it cannot be of different levels. And the loop can't be done using a regular SRD wizard because a real wizard doesn't spit out or change magic items, unlike what this line of text is implying. -- [[User:Alearori|Alearori]] ([[User talk:Alearori|talk]]) 21:24, 17 March 2018 (MDT)<br />
<br />
::::: As stated at the start of the class, a Mage only has 1 spell for each level, aside from bonus spells, and since the new spells are not bonus spells that means that there is only 1 spot open for spells of each level. You cannot use the base Mage class to have 2 level 3 spells at the same time, unless one is a bonus spell, which spells gained from books and scrolls are not. So as a result, I did not feel it needed to be restated that the new spell and old spell MUST be the same level, as it had already been established.<br />
<br />
:::::: I do like the wording as it is currently, and it does capture the original intent and feel of the Mage without proliferating magic items for free. It is interesting that this can trade spells out of a spellbook now, but it feels appropriate. The class feels fairly balanced, in that Arcane Bolt is a powerful almost-cantrip, but having only one spell of each level offsets that power nicely. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 01:55, 22 October 2018 (MDT)<br />
<br />
Gaining tricks of the trade at additional levels is extremely overpowered. The mage is not meant to have all of the things from every class, tricks of the trade is meant to give features about as much as any other class. It is not intended to make the mage more powerful than any other class, or even equal to other classes. The strength of the mage is in having a wide variety of skills. [[User:Zibby|Zibby]] ([[User talk:Zibby|talk]]) 16:25, 2 October 2018 (MDT)<br />
<br />
== Charisma vs Wisdom ==<br />
<br />
This class is the very essence of irresponsible, using pure willpower to buy past the learning and memorization of a normal wizard. That doesn't sound like wisdom, it's charisma. Please don't change this class to a wisdom based class, it doesn't fit in the least.<br />
<br />
== Adding spells known ==<br />
<br />
The recent edit of adding spells known be more like other full casters was undone, as it defeats the point of this class entirely. This is not meant to be a wizard with a few spells that you don't have to bother preparing. This is about a character that has found a shortcut to casting and memorizing spells in order to get by. Please make a wizard if you want a class with more spells known at each level. For a mage, getting more spells is intentionally more difficult unless your DM gives you lots of scrolls and spellbooks. Even so, casting them all gets a bit dicey and takes time and planning. Again, please don't try to make the mage into just another wizard but with a fancy staff.</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Mage_(5e_Class)&diff=1372389Mage (5e Class)2020-08-28T13:14:49Z<p>Zibby: Undo revision 1372367 by 73.22.64.179 (talk)</p>
<hr />
<div>==Mage==<br />
<br />
Mages are often eager and impatient to become the powerful master of the arcane they believe themselves to be. Beginning early, they pursue reckless powers with occasionally devastating effect, often using what little actual knowledge they have for flavor and utility.<br />
<br />
===Creating a Mage===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
==Want to use magic but don't have the patience?==<!--Questions to help player develop character--><br />
<br />
Mages are spellcasters that often don't have the time or patience to prepare spells every day but lack the innate abilities of a sorcerer. By creating a shortcut to actual memorization, they store a limited number of spells in their mind as a sorcerer would, but also keep the spell effectively "prepared" in a focus. This way they only need a small gesture or word to finish the given spell and don't have to keep track of as much knowledge at once, allowing for free time like no wizard will ever know!<br />
<br />
{{5e Class Features<br />
|name= Mage<br />
|summary=Mages are spellcasters that often don't have the time or patience to prepare spells every day but lack the innate abilities of a sorcerer. <br />
|hd= 6<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=full<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools= <br />
|saves= intelligence, Wisdom<br />
|skills= Choose two<br />
|item1a=a dagger<br />
|item1b=a quarterstaff<br />
|item2a=a dungeoneer's pack<br />
|item2b=an explorer's pack<br />
|item3a=an arcane focus<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Spellcasting, Arcane Bolt<br />
|classfeatures2=Practice Makes Perfect<br />
|classfeatures3=Tricks of The Trade Feature<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6=Practice Makes Perfect<br />
|classfeatures7=Tricks of The Trade Feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Tricks of The Trade Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Tricks of The Trade Feature<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=Tricks of The Trade Feature<br />
|classfeatures18=Efficient Spell<br />
|classfeatures19=<br />
|classfeatures20=Permanency<br />
<br />
|extrasonleft=2<br />
|extra1_name=Spells Known<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=7<br />
|extra1_14=7<br />
|extra1_15=8<br />
|extra1_16=8<br />
|extra1_17=9<br />
|extra1_18=9<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=4<br />
|extra2_7=5<br />
|extra2_8=5<br />
|extra2_9=5<br />
|extra2_10=6<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=7<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=9<br />
|extra2_20=9<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
==== Spellcasting ====<br />
<br />
As a student of magic... you gave up using your spellbook years ago. You can snap your fingers and do magic, what use is a dusty old tome? You can figure the rest out as you go. <br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips which you may choose from the bard, sorcerer, warlock, or wizard spell lists. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.<br />
<br />
When leveling up when gaining a new cantrip, a mage can turn this cantrip into a full new spell this feature can only be used once and at the minimum level of 4.<br />
<br />
;Casting Spells<br />
The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
You prepare each spell only once, imbuing it into your focus. An effective shortcut around the age-old practice of preparing spells each morning, you can cast each as many times as your spell slots will allow.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain access to a new level of the spell, you learn a single spell chosen from the bard, sorcerer, warlock, or wizard spell list of the appropriate level.<br />
<br />
Much like a wizard writing spells in their spellbook, you may use scrolls or other tomes you find along your way to change the imbued spells in your focus, but your focus may only carry one spell of each level.<br />
<br />
;Spellcasting Ability<br />
You use Charisma as your spellcasting ability for your Mage spells since the power of your spells relies on your ability to project your will into the world. You use your {{5a|cha}} whenever a spell calls for your spellcasting ability. In addition, you use your {{5a|cha}} modifier when setting the saving throw DC for a mage spell cast and for setting an attack roll for one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use an Arcane Focus as a spellcasting focus (See PH page 150) for your mage spells.<br />
<br />
==== Arcane Bolt====<br />
Your signature and masterpiece.<br />
<br />
At 1st level, you gain Arcane Bolt as a bonus spell which you may cast without using a spell slot. For purposes of Counterspell etc, this spell's level is equal to your proficiency bonus.<br />
<br />
Casting time: 1 action<br />
<br />
Range: 120 feet<br />
<br />
Components: Somatic<br />
<br />
Duration: Instantaneous<br />
<br />
Make a spell attack against a creature you can see within range. On a hit, Arcane Bolt deals a number of damage dice to the target equal to half your proficiency bonus rounded up. Each time you cast Arcane Bolt, choose a unique damage type among acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. You must complete a short or long rest before you can cast arcane bolt with the same damage type again.<br />
<br />
Starting at 1st level, roll d6 for damage. Increase the damage die size by one at 6th (d8), 11th (d10) , and 15th level (d12).<br />
<br />
==== Imbuing and Casting Spells====<br />
The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
You prepare each spell only once, imbuing it into your focus. As an effective shortcut around the age-old practice of preparing spells each morning, you can cast each as many times as your spell slots will allow.<br />
<br />
When you find a spell of 1st level or higher of a spell list you can imbue, if it is of a level for which you have a spell already imbued you can spare the time to decipher and prepare it in place of your current spell of the same level. This process involves deciphering the written spell and the channeling of magic between your focus and the object in which the found spell is inscribed. You perform the ritual over the course of 1 hour, which can be done during a short rest. At the ritual's completion, you have imbued the found spell in your focus and can cast it as such. The source of the inscribed spell (scroll, spellbook, etc.) now contains the spell that you had prepared previously, no longer imbued.<br />
<br />
==== Practice Makes Perfect====<br />
You have been figuring things out on your own ever since you abandoned your spellbook, and you've got a good method now.<br />
<br />
At 2nd level, choose a skill or a tool. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.<br />
<br />
At 6th level, you can choose another skill or a tool proficiency to gain this benefit.<br />
<br />
==== Tricks of the Trade====<br />
Not being up to the usual study of schools and books, the Mage sets about a different means of getting by. Picking and choosing to find the best path for themselves.<br />
<br />
At 3rd, 7th, 10th, 14th, and 17th levels, a mage can choose to gain a feature of any subclass as long as a character with that subclass could do so at that level or lower, ignoring any other prerequisites associated to attaining a given feature.<br />
<br />
A feature which grants access to a single spell automatically grants it as a bonus spell. You must still have your focus in order to cast such a spell.<br />
<br />
A feature which grants access to more than one spell (Warlock patron spells, druid circle spells, etc) does not grant bonus spells, but if you choose such a feature you may choose from the spells it provides when learning spells of a new level.<br />
<br />
Features which go off of levels in a class are substituted with levels in mage and progress as normal. <br />
<br />
Alternatively, you can take feats instead of taking features. You must still meet the prerequisites of these feats.<br />
<br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Efficient Spell====<br />
At 18th level, casting some spells has simply become second nature.<br />
<br />
When imbuing your focus, you may now have up to two spells that are reduced by one spell level. Each of those spells counts as being one spell level lower for figuring which spell slot to spend when casting it, but not for what spells you know. <br />
<br />
If done on a 1st level spell, the spell becomes a cantrip that takes no slot or material components unless the spell is cast at higher levels for increased effect. Reducing a 1st level spell to a cantrip is permanent, as cantrips cannot be unlearned.<br />
<br />
==== Permanency====<br />
You have been imbuing spells in your focus for so long that you don't even have to think about it much to get the magic flowing.<br />
<br />
At 20th level, you may cast a spell which requires concentration and keep it permanent without concentrating. Alternatively, you can cast any spell which targets yourself and keep it permanent with the same conditions. Any condition that would end the spell other than time or concentration will still end it. If the spell would be forcibly dispelled or negated through means such as Counterspell or Dispel Magic, your opponent must roll for success no matter what level of spell slot they used to counter or dispel, if the spell slot your opponent used to counter or dispell your spell is equal to or lower than the spell level, the roll is made with disadvantage. The DC for your permanent spell equals 12 + the spell’s level. If the spell would be suppressed, such as by an Antimagic Field, You may roll vs. your spellsave DC using your spellcasting modifier. On a success, the spell is not suppressed and cannot be suppressed for 1 minute.<br />
<br />
You may only have one permanent spell active at a time. Casting a second permanent spell ends the first.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Mage class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Mage class, you gain the following proficiencies: Light Armor,Simple Weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
;Built for use with the [[Voidhaven (5e Campaign Setting)|Voidhaven]] campaign setting.</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Mage_(5e_Class)&diff=1371703Mage (5e Class)2020-08-26T17:09:10Z<p>Zibby: /* Tricks of the Trade */ The mage already gets plenty of subclass abilities, they don't need 8 of them (one each time they gain a spell level). 5 is plenty (and still more than most, i believe).</p>
<hr />
<div>==Mage==<br />
<br />
Mages are often eager and impatient to become the powerful master of the arcane they believe themselves to be. Beginning early, they pursue reckless powers with occasionally devastating effect, often using what little actual knowledge they have for flavor and utility.<br />
<br />
===Creating a Mage===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
==Want to use magic but don't have the patience?==<!--Questions to help player develop character--><br />
<br />
Mages are spellcasters that often don't have the time or patience to prepare spells every day but lack the innate abilities of a sorcerer. By creating a shortcut to actual memorization, they store a limited number of spells in their mind as a sorcerer would, but also keep the spell effectively "prepared" in a focus. This way they only need a small gesture or word to finish the given spell and don't have to keep track of as much knowledge at once, allowing for free time like no wizard will ever know!<br />
<br />
{{5e Class Features<br />
|name= Mage<br />
|summary=Mages are spellcasters that often don't have the time or patience to prepare spells every day but lack the innate abilities of a sorcerer. <br />
|hd= 6<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=full<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools= <br />
|saves= intelligence, Wisdom<br />
|skills= Choose two<br />
|item1a=a dagger<br />
|item1b=a quarterstaff<br />
|item2a=a dungeoneer's pack<br />
|item2b=an explorer's pack<br />
|item3a=an arcane focus<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Spellcasting, Arcane Bolt<br />
|classfeatures2=Practice Makes Perfect<br />
|classfeatures3=Tricks of The Trade Feature<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6=Practice Makes Perfect<br />
|classfeatures7=Tricks of The Trade Feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Tricks of The Trade Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Tricks of The Trade Feature<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=Tricks of The Trade Feature<br />
|classfeatures18=Efficient Spell<br />
|classfeatures19=<br />
|classfeatures20=Permanency<br />
<br />
|extrasonleft=2<br />
|extra1_name=Spells Known<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=7<br />
|extra1_14=7<br />
|extra1_15=8<br />
|extra1_16=8<br />
|extra1_17=9<br />
|extra1_18=9<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=4<br />
|extra2_7=5<br />
|extra2_8=5<br />
|extra2_9=5<br />
|extra2_10=6<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=7<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=9<br />
|extra2_20=9<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
==== Spellcasting ====<br />
<br />
As a student of magic... you gave up using your spellbook years ago. You can snap your fingers and do magic, what use is a dusty old tome? You can figure the rest out as you go. <br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips which you may choose from the bard, sorcerer, warlock, or wizard spell lists. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.<br />
<br />
When leveling up when gaining a new cantrip, a mage can turn this cantrip into a full new spell this feature can only be used once and at the minimum level of 4.<br />
<br />
;Casting Spells<br />
The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
You prepare each spell only once, imbuing it into your focus. An effective shortcut around the age-old practice of preparing spells each morning, you can cast each as many times as your spell slots will allow.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain access to a new level of the spell, you learn a single spell chosen from the bard, sorcerer, warlock, or wizard spell list of the appropriate level.<br />
<br />
Much like a wizard writing spells in their spellbook, you may use scrolls or other tomes you find along your way to change the imbued spells in your focus, but your focus may only carry one spell of each level.<br />
<br />
;Spellcasting Ability<br />
You use Charisma as your spellcasting ability for your Mage spells since the power of your spells relies on your ability to project your will into the world. You use your {{5a|cha}} whenever a spell calls for your spellcasting ability. In addition, you use your {{5a|cha}} modifier when setting the saving throw DC for a mage spell cast and for setting an attack roll for one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use an Arcane Focus as a spellcasting focus (See PH page 150) for your mage spells.<br />
<br />
==== Arcane Bolt====<br />
Your signature and masterpiece.<br />
<br />
At 1st level, you gain Arcane Bolt as a bonus spell which you may cast without using a spell slot. For purposes of Counterspell etc, this spell's level is equal to your proficiency bonus.<br />
<br />
Casting time: 1 action<br />
<br />
Range: 120 feet<br />
<br />
Components: Somatic<br />
<br />
Duration: Instantaneous<br />
<br />
Make a spell attack against a creature you can see within range. On a hit, Arcane Bolt deals a number of damage dice to the target equal to half your proficiency bonus rounded up. Each time you cast Arcane Bolt, choose a unique damage type among acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. You must complete a short or long rest before you can cast arcane bolt with the same damage type again.<br />
<br />
Starting at 1st level, roll d6 for damage. Increase the damage die size by one at 6th (d8), 11th (d10) , and 15th level (d12).<br />
<br />
==== Imbuing and Casting Spells====<br />
The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
You prepare each spell only once, imbuing it into your focus. As an effective shortcut around the age-old practice of preparing spells each morning, you can cast each as many times as your spell slots will allow.<br />
<br />
When you find a spell of 1st level or higher of a spell list you can imbue, if it is of a level for which you have a spell already imbued you can spare the time to decipher and prepare it in place of your current spell of the same level. This process involves deciphering the written spell and the channeling of magic between your focus and the object in which the found spell is inscribed. You perform the ritual over the course of 1 hour, which can be done during a short rest. At the ritual's completion, you have imbued the found spell in your focus and can cast it as such. The source of the inscribed spell (scroll, spellbook, etc.) now contains the spell that you had prepared previously, no longer imbued.<br />
<br />
==== Practice Makes Perfect====<br />
You have been figuring things out on your own ever since you abandoned your spellbook, and you've got a good method now.<br />
<br />
At 2nd level, choose a skill or a tool. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.<br />
<br />
At 6th level, you can choose another skill or a tool proficiency to gain this benefit.<br />
<br />
==== Tricks of the Trade====<br />
Not being up to the usual study of schools and books, the Mage sets about a different means of getting by. Picking and choosing to find the best path for themselves.<br />
<br />
At 3rd, 7th, 10th, 14th, and 17th levels, a mage can choose to gain a feature of any subclass as long as a character with that subclass could do so at that level or lower, ignoring any other prerequisites associated to attaining a given feature.<br />
<br />
A feature which grants access to a single spell automatically grants it as a bonus spell. You must still have your focus in order to cast such a spell.<br />
<br />
A feature which grants access to more than one spell (Warlock patron spells, druid circle spells, etc) does not grant bonus spells, but if you choose such a feature you may choose from the spells it provides when learning spells of a new level.<br />
<br />
Features which go off of levels in a class are substituted with levels in mage and progress as normal. <br />
<br />
Alternatively, you can take feats instead of taking features. You must still meet the prerequisites of these feats.<br />
<br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Efficient Spell====<br />
At 18th level, casting some spells has simply become second nature.<br />
<br />
When imbuing your focus, you may now have up to two spells that are reduced by one spell level. Each of those spells counts as being one spell level lower for figuring which spell slot to spend when casting it, but not for what spells you know. <br />
<br />
If done on a 1st level spell, the spell becomes a cantrip that takes no slot or material components unless the spell is cast at higher levels for increased effect. Reducing a 1st level spell to a cantrip is permanent, as cantrips cannot be unlearned.<br />
<br />
==== Permanency====<br />
You have been imbuing spells in your focus for so long that you don't even have to think about it much to get the magic flowing.<br />
<br />
At 20th level, you may cast a spell which requires concentration and keep it permanent without concentrating. Alternatively, you can cast any spell which targets yourself and keep it permanent with the same conditions. Any condition that would end the spell other than time or concentration will still end it. If the spell would be forcibly dispelled or negated through means such as Counterspell or Dispel Magic, your opponent must roll for success no matter what level of spell slot they used to counter or dispel, if the spell slot your opponent used to counter or dispell your spell is equal to or lower than the spell level, the roll is made with disadvantage. The DC for your permanent spell equals 12 + the spell’s level. If the spell would be suppressed, such as by an Antimagic Field, You may roll vs. your spellsave DC using your spellcasting modifier. On a success, the spell is not suppressed and cannot be suppressed for 1 minute.<br />
<br />
You may only have one permanent spell active at a time. Casting a second permanent spell ends the first.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Mage class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Mage class, you gain the following proficiencies: Light Armor,Simple Weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
;Built for use with the [[Voidhaven (5e Campaign Setting)|Voidhaven]] campaign setting.</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Mage_(5e_Class)&diff=1371695Mage (5e Class)2020-08-26T16:59:01Z<p>Zibby: /* Arcane Bolt */ No use for the save, having a spell that requires an attack roll and a save for success seems silly.</p>
<hr />
<div>==Mage==<br />
<br />
Mages are often eager and impatient to become the powerful master of the arcane they believe themselves to be. Beginning early, they pursue reckless powers with occasionally devastating effect, often using what little actual knowledge they have for flavor and utility.<br />
<br />
===Creating a Mage===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
==Want to use magic but don't have the patience?==<!--Questions to help player develop character--><br />
<br />
Mages are spellcasters that often don't have the time or patience to prepare spells every day but lack the innate abilities of a sorcerer. By creating a shortcut to actual memorization, they store a limited number of spells in their mind as a sorcerer would, but also keep the spell effectively "prepared" in a focus. This way they only need a small gesture or word to finish the given spell and don't have to keep track of as much knowledge at once, allowing for free time like no wizard will ever know!<br />
<br />
{{5e Class Features<br />
|name= Mage<br />
|summary=Mages are spellcasters that often don't have the time or patience to prepare spells every day but lack the innate abilities of a sorcerer. <br />
|hd= 6<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=full<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools= <br />
|saves= intelligence, Wisdom<br />
|skills= Choose two<br />
|item1a=a dagger<br />
|item1b=a quarterstaff<br />
|item2a=a dungeoneer's pack<br />
|item2b=an explorer's pack<br />
|item3a=an arcane focus<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Spellcasting, Arcane Bolt<br />
|classfeatures2=Practice Makes Perfect<br />
|classfeatures3=Tricks of The Trade Feature<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6=Practice Makes Perfect<br />
|classfeatures7=Tricks of The Trade Feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Tricks of The Trade Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Tricks of The Trade Feature<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=Tricks of The Trade Feature<br />
|classfeatures18=Efficient Spell<br />
|classfeatures19=<br />
|classfeatures20=Permanency<br />
<br />
|extrasonleft=2<br />
|extra1_name=Spells Known<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=7<br />
|extra1_14=7<br />
|extra1_15=8<br />
|extra1_16=8<br />
|extra1_17=9<br />
|extra1_18=9<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=4<br />
|extra2_7=5<br />
|extra2_8=5<br />
|extra2_9=5<br />
|extra2_10=6<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=7<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=9<br />
|extra2_20=9<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
==== Spellcasting ====<br />
<br />
As a student of magic... you gave up using your spellbook years ago. You can snap your fingers and do magic, what use is a dusty old tome? You can figure the rest out as you go. <br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips which you may choose from the bard, sorcerer, warlock, or wizard spell lists. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.<br />
<br />
When leveling up when gaining a new cantrip, a mage can turn this cantrip into a full new spell this feature can only be used once and at the minimum level of 4.<br />
<br />
;Casting Spells<br />
The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
You prepare each spell only once, imbuing it into your focus. An effective shortcut around the age-old practice of preparing spells each morning, you can cast each as many times as your spell slots will allow.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain access to a new level of the spell, you learn a single spell chosen from the bard, sorcerer, warlock, or wizard spell list of the appropriate level.<br />
<br />
Much like a wizard writing spells in their spellbook, you may use scrolls or other tomes you find along your way to change the imbued spells in your focus, but your focus may only carry one spell of each level.<br />
<br />
;Spellcasting Ability<br />
You use Charisma as your spellcasting ability for your Mage spells since the power of your spells relies on your ability to project your will into the world. You use your {{5a|cha}} whenever a spell calls for your spellcasting ability. In addition, you use your {{5a|cha}} modifier when setting the saving throw DC for a mage spell cast and for setting an attack roll for one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use an Arcane Focus as a spellcasting focus (See PH page 150) for your mage spells.<br />
<br />
==== Arcane Bolt====<br />
Your signature and masterpiece.<br />
<br />
At 1st level, you gain Arcane Bolt as a bonus spell which you may cast without using a spell slot. For purposes of Counterspell etc, this spell's level is equal to your proficiency bonus.<br />
<br />
Casting time: 1 action<br />
<br />
Range: 120 feet<br />
<br />
Components: Somatic<br />
<br />
Duration: Instantaneous<br />
<br />
Make a spell attack against a creature you can see within range. On a hit, Arcane Bolt deals a number of damage dice to the target equal to half your proficiency bonus rounded up. Each time you cast Arcane Bolt, choose a unique damage type among acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. You must complete a short or long rest before you can cast arcane bolt with the same damage type again.<br />
<br />
Starting at 1st level, roll d6 for damage. Increase the damage die size by one at 6th (d8), 11th (d10) , and 15th level (d12).<br />
<br />
==== Imbuing and Casting Spells====<br />
The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
You prepare each spell only once, imbuing it into your focus. As an effective shortcut around the age-old practice of preparing spells each morning, you can cast each as many times as your spell slots will allow.<br />
<br />
When you find a spell of 1st level or higher of a spell list you can imbue, if it is of a level for which you have a spell already imbued you can spare the time to decipher and prepare it in place of your current spell of the same level. This process involves deciphering the written spell and the channeling of magic between your focus and the object in which the found spell is inscribed. You perform the ritual over the course of 1 hour, which can be done during a short rest. At the ritual's completion, you have imbued the found spell in your focus and can cast it as such. The source of the inscribed spell (scroll, spellbook, etc.) now contains the spell that you had prepared previously, no longer imbued.<br />
<br />
==== Practice Makes Perfect====<br />
You have been figuring things out on your own ever since you abandoned your spellbook, and you've got a good method now.<br />
<br />
At 2nd level, choose a skill or a tool. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.<br />
<br />
At 6th level, you can choose another skill or a tool proficiency to gain this benefit.<br />
<br />
==== Tricks of the Trade====<br />
Not being up to the usual study of schools and books, the Mage sets about a different means of getting by. Picking and choosing to find the best path for themselves.<br />
<br />
When mage earns a new spell he can choose a feature of any subclass as long as a character with that subclass could do so at that level or lower. Otherwise, you ignore any other prerequisites associated to attaining the feature.<br />
<br />
A feature which grants access to a single spell automatically grants it as a bonus spell. You must still have your focus in order to cast such a spell.<br />
<br />
A feature which grants access to more than one spell (Warlock patron spells, druid circle spells, etc) does not grant bonus spells, but if you choose such a feature you may choose from the spells it provides when learning spells of a new level.<br />
<br />
Features which go off of levels in a class are substituted with levels in mage and progress as normal. <br />
<br />
Alternatively, you can take feats instead of taking features. You must still meet the prerequisites of these feats.<br />
<br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Efficient Spell====<br />
At 18th level, casting some spells has simply become second nature.<br />
<br />
When imbuing your focus, you may now have up to two spells that are reduced by one spell level. Each of those spells counts as being one spell level lower for figuring which spell slot to spend when casting it, but not for what spells you know. <br />
<br />
If done on a 1st level spell, the spell becomes a cantrip that takes no slot or material components unless the spell is cast at higher levels for increased effect. Reducing a 1st level spell to a cantrip is permanent, as cantrips cannot be unlearned.<br />
<br />
==== Permanency====<br />
You have been imbuing spells in your focus for so long that you don't even have to think about it much to get the magic flowing.<br />
<br />
At 20th level, you may cast a spell which requires concentration and keep it permanent without concentrating. Alternatively, you can cast any spell which targets yourself and keep it permanent with the same conditions. Any condition that would end the spell other than time or concentration will still end it. If the spell would be forcibly dispelled or negated through means such as Counterspell or Dispel Magic, your opponent must roll for success no matter what level of spell slot they used to counter or dispel, if the spell slot your opponent used to counter or dispell your spell is equal to or lower than the spell level, the roll is made with disadvantage. The DC for your permanent spell equals 12 + the spell’s level. If the spell would be suppressed, such as by an Antimagic Field, You may roll vs. your spellsave DC using your spellcasting modifier. On a success, the spell is not suppressed and cannot be suppressed for 1 minute.<br />
<br />
You may only have one permanent spell active at a time. Casting a second permanent spell ends the first.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Mage class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Mage class, you gain the following proficiencies: Light Armor,Simple Weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
;Built for use with the [[Voidhaven (5e Campaign Setting)|Voidhaven]] campaign setting.</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Shartrund%27s_Energy_Blade_(5e_Spell)&diff=1358595Shartrund's Energy Blade (5e Spell)2020-07-17T18:01:30Z<p>Zibby: Wording simplified</p>
<hr />
<div>{{5e Spell<br />
|name=Shartrund's Energy Blade<br />
|school=Evocation<br />
|ritual=<br />
|lvl=cantrip<br />
|casttime=1 action<br />
|range=Melee<br />
|comp=V, S<br />
|dur= Instantaneous<br />
|summary=The caster raises her hand, a sword of flame forms in her grip and she strikes the goblin that is hurtling up the path, igniting it. Screeching in pain, the goblin jumps back and frantically pats himself out as the wizard readies herself for another strike.<br />
}}<br />
The first time you cast this spell after a short or long rest, choose a damage type from fire, radiant, cold, force, lightning, acid and necrotic. Make a melee spell attack roll against a target within range. You momentarily manifest a melee weapon that you are proficient with and strike at the target. On a hit, it deals the chosen damage type instead of the normal weapon damage a weapon of it's type would deal, then it disappears.<br />
<br />
If you haven't changed the damage type of this spell since your last short rest, you may add your spellcasting modifier to the damage dealt on a hit.<br />
<br />
If you haven't changed the damage type of this spell since your last long rest, the weapon also gains one of the following benefits based on its element:<br/><br />
<br />
*'''Fire'''-- On a critical hit, you light your target on fire. A burning creature takes 5 (1d10) damage at the start of each of its turns, until someone takes an action to douse the fire, or the creature is submerged in water or some similar (not-flammable) liquid.<br />
<br />
*'''Radiant'''-- On a critical hit, your target is blinded for a number of rounds equal to your spellcasting modifier. The target may make a Constitution saving throw vs your spell save DC to end this effect at the end of each of it's turns.<br />
<br />
*'''Cold'''-- On a critical hit, the target's movement speed is halved for a number of rounds equal to your spellcasting modifier. The target may make a Constitution saving throw vs your spell save DC to end this effect at the end of each of it's turns.<br />
<br />
*'''Force'''-- The damage die of your weapon is increased by one size. (1->d2->d4->d6->d8->d10->d12->2d6->2d8->2d10->2d12)<br />
<br />
*'''Lightning'''-- When a piece of metal of an appropriate size or length is within your reach and that metal extends into the reach of another creature, you may attack as though that creature is within your melee range. For the purposes of flanking, treat the attack as though it comes from a creature occupying the space where the metal is. (You could feasibly attack through a creature wearing plate armor if you and the target are within melee range of the plate-armored creature, or strike from anywhere in a room with a metal floor and walls).<br />
<br />
*'''Acid'''-- If you miss, the ground that the target occupies becomes dangerous terrain for a number of turns equal to your spellcasting modifier. Creatures that start their turn on, or touch the area of dangerous terrain take 5 (1d10) acid damage.<br />
<br />
*'''Necrotic'''-- On a critical hit, you gain temporary hit points equal to your spellcasting modifier (minimum of 1).<br />
<br />
You may only have one lasting effect from this spell active at a time. If an effect with a duration is triggered when you already have one active, the newly triggered effect replaces the old one.<br />
<br />
'''''At Higher Levels.''''' The number of weapon damage dice this spell deals increases as you level up. Add another damage die of the size appropriate to the manifested weapon when you reach 5th level(2 damage dice), 10th(3 damage dice) and 17th(4 damage dice).<br />
----<br />
{{5e Cleric Spells Breadcrumb}}<br/><!--if this cannot be cast by Cleric, delete this entire line--><br />
{{5e Druid Spells Breadcrumb}}<br/><!--if this cannot be cast by Druid, delete this entire line--><br />
{{5e Sorcerer Spells Breadcrumb}}<br/><!--if this cannot be cast by Sorcerer, delete this entire line--><br />
{{5e Warlock Spells Breadcrumb}}<br/><!--if this cannot be cast by Warlock, delete this entire line--><br />
{{5e Wizard Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Druid 0]]<br />
[[Category:Wizard 0]]<br />
[[Category:Sorcerer 0]]<br />
[[Category:Warlock 0]]<br />
[[Category:Cleric 0]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Mage_(5e_Class)&diff=1349974Mage (5e Class)2020-06-23T17:04:17Z<p>Zibby: /* Tricks of the Trade */</p>
<hr />
<div>==Mage==<br />
<br />
Mages are often eager and impatient to become the powerful master of the arcane they believe themselves to be. Beginning early, they pursue reckless powers with occasionally devastating effect, often using what little actual knowledge they have for flavor and utility.<br />
<br />
===Creating a Mage===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
==Want to use magic but don't have the patience?==<!--Questions to help player develop character--><br />
<br />
Mages are spellcasters that often don't have the time or patience to prepare spells every day but lack the innate abilities of a sorcerer. By creating a shortcut to actual memorization, they store a limited number of spells in their mind as a sorcerer would, but also keep the spell effectively "prepared" in a focus. This way they only need a small gesture or word to finish the given spell and don't have to keep track of as much knowledge at once, allowing for free time like no wizard will ever know!<br />
<br />
{{5e Class Features<br />
|name= Mage<br />
|summary=Mages are spellcasters that often don't have the time or patience to prepare spells every day but lack the innate abilities of a sorcerer. <br />
|hd= 6<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=full<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools= <br />
|saves= intelligence, Wisdom<br />
|skills= Choose two<br />
|item1a=a dagger<br />
|item1b=a quarterstaff<br />
|item2a=a dungeoneer's pack<br />
|item2b=an explorer's pack<br />
|item3a=an arcane focus<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Spellcasting, Arcane Bolt<br />
|classfeatures2=Practice Makes Perfect<br />
|classfeatures3=Tricks of The Trade Feature<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6=Practice Makes Perfect<br />
|classfeatures7=Tricks of The Trade Feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Tricks of The Trade Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Tricks of The Trade Feature<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=Tricks of The Trade Feature<br />
|classfeatures18=Efficient Spell<br />
|classfeatures19=<br />
|classfeatures20=Permanency<br />
<br />
|extrasonleft=2<br />
|extra1_name=Spells Known<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=7<br />
|extra1_14=7<br />
|extra1_15=8<br />
|extra1_16=8<br />
|extra1_17=9<br />
|extra1_18=9<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=4<br />
|extra2_7=5<br />
|extra2_8=5<br />
|extra2_9=5<br />
|extra2_10=6<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=7<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=9<br />
|extra2_20=9<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
==== Spellcasting ====<br />
<br />
As a student of magic... you gave up using your spellbook years ago. You can snap your fingers and do magic, what use is a dusty old tome? You can figure the rest out as you go. <br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips which you may choose from the bard, sorcerer, warlock, or wizard spell lists. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.<br />
<br />
;Casting Spells<br />
The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
You prepare each spell only once, imbuing it into your focus. An effective shortcut around the age-old practice of preparing spells each morning, you can cast each as many times as your spell slots will allow.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain access to a new level of spell, you learn a single spell chosen from the bard, sorcerer, warlock, or wizard spell list of the appropriate level.<br />
<br />
Much like a wizard writing spells in their spell book, you may use scrolls or other tomes you find along your way to change the imbued spells in your focus, but your focus may only carry one spell of each level.<br />
<br />
;Spellcasting Ability<br />
You use Charisma as your spellcasting ability for your Mage spells, since the power of your spells relies on your ability to project your will into the world. You use your {{5a|cha}} whenever a spell calls for your spellcasting ability. In addition, you use your {{5a|cha}} modifier when setting the saving throw DC for a mage spell cast and for setting an attack roll for one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use an Arcane Focus as a spellcasting focus (See PH page 150) for your mage spells.<br />
<br />
==== Arcane Bolt====<br />
Your signature and masterpiece.<br />
<br />
At 1st level, you gain Arcane Bolt as a bonus spell which you may cast without using a spell slot. For purposes of Counterspell etc, this spell's level is equal to your proficiency bonus.<br />
<br />
Casting time: 1 action<br />
<br />
Range: 120 feet<br />
<br />
Components: Somatic<br />
<br />
Duration: Instantaneous<br />
<br />
Make a spell attack against a creature you can see within range. The target has to make a dexterity saving throw on a hit, Arcane Bolt deals a number of damage dice to the target equal to half your proficiency bonus rounded up. Each time you cast Arcane Bolt, choose a unique damage type among acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. You must complete a short or long rest before you can cast arcane bolt with the same damage type again.<br />
<br />
Starting at 1st level, roll d6 for damage. Increase the damage die size by one at 6th (d8), 11th (d10) , and 15th level (d12).<br />
<br />
==== Imbuing and Casting Spells====<br />
The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
You prepare each spell only once, imbuing it into your focus. As an effective shortcut around the age-old practice of preparing spells each morning, you can cast each as many times as your spell slots will allow.<br />
<br />
When you find a spell of 1st level or higher of a spell list you can imbue, if it is of a level for which you have a spell already imbued you can spare the time to decipher and prepare it in place of your current spell of the same level. This process involves deciphering the written spell and the channeling of magic between your focus and the object in which the found spell is inscribed. You perform the ritual over the course of 1 hour, which can be done during a short rest. At the ritual's completion, you have imbued the found spell in your focus and can cast it as such. The source of the inscribed spell (scroll, spellbook, etc.) now contains the spell that you had prepared previously, no longer imbued.<br />
<br />
==== Practice Makes Perfect====<br />
You have been figuring things out on your own ever since you abandoned your spellbook, and you've got a good method now.<br />
<br />
At 2nd level, choose a skill or a tool. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.<br />
<br />
At 6th level, you can choose another skill or a tool proficiency to gain this benefit.<br />
<br />
==== Tricks of the Trade====<br />
Not being up to the usual study of schools and books, the Mage sets about a different means of getting by. Picking and choosing to find the best path for themselves.<br />
<br />
At 3rd, 7th, 10th, 14th, and 17th levels, a Mage may gain a feature of any subclass as long as a character with that subclass could do so at that level or lower. Otherwise, you ignore any other prerequisites associated to attaining the feature.<br />
<br />
A feature which grants access to a single spell automatically grants it as a bonus spell. You must still have your focus in order to cast such a spell.<br />
<br />
A feature which grants access to more than one spell (Warlock patron spells, druid circle spells, etc) does not grant bonus spells, but if you choose such a feature you may choose from the spells it provides when learning spells of a new level.<br />
<br />
Features which go off of levels in a class are substituted with levels in mage and progress as normal. <br />
<br />
Alternatively, you can take feats instead of taking features. You must still meet the prerequisites of these feats.<br />
<br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Efficient Spell====<br />
At 18th level, casting some spells has simply become second nature.<br />
<br />
When imbuing your focus, you may now have up to two spells that are reduced by one spell level. Each of those spells counts as being one spell level lower for figuring which spell slot to spend when casting it, but not for what spells you know. <br />
<br />
If done on a 1st level spell, the spell becomes a cantrip that takes no slot or material components unless the spell is cast at higher levels for increased effect. Reducing a 1st level spell to a cantrip is permanent, as cantrips cannot be unlearned.<br />
<br />
==== Permanency====<br />
You have been imbuing spells in your focus for so long that you don't even have to think about it much to get the magic flowing.<br />
<br />
At 20th level, you may cast a spell which requires concentration and keep it permanent without concentrating. Alternatively, you can cast any spell which targets yourself and keep it permanent with the same conditions. Any condition that would end the spell other than time or concentration will still end it. If the spell would be forcibly dispelled or negated through means such as Counterspell or Dispel Magic, your opponent must roll for success no matter what level of spell slot they used to counter or dispel, if the spell slot your opponent used to counter or dispell your spell is equal to or lower than the spell level, the roll is made with disadvantage. The DC for your permanent spell equals 12 + the spell’s level. If the spell would be suppressed, such as by an Antimagic Field, You may roll vs. your spellsave DC using your spellcasting modifier. On a success, the spell is not suppressed and cannot be suppressed for 1 minute.<br />
<br />
You may only have one permanent spell active at a time. Casting a second permanent spell ends the first.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Mage class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Mage class, you gain the following proficiencies: Light Armor,Simple Weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
;Built for use with the [[Voidhaven (5e Campaign Setting)|Voidhaven]] campaign setting.</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Mage_(5e_Class)&diff=1349971Mage (5e Class)2020-06-23T16:58:41Z<p>Zibby: /* Tricks of the Trade */</p>
<hr />
<div>==Mage==<br />
<br />
Mages are often eager and impatient to become the powerful master of the arcane they believe themselves to be. Beginning early, they pursue reckless powers with occasionally devastating effect, often using what little actual knowledge they have for flavor and utility.<br />
<br />
===Creating a Mage===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
==Want to use magic but don't have the patience?==<!--Questions to help player develop character--><br />
<br />
Mages are spellcasters that often don't have the time or patience to prepare spells every day but lack the innate abilities of a sorcerer. By creating a shortcut to actual memorization, they store a limited number of spells in their mind as a sorcerer would, but also keep the spell effectively "prepared" in a focus. This way they only need a small gesture or word to finish the given spell and don't have to keep track of as much knowledge at once, allowing for free time like no wizard will ever know!<br />
<br />
{{5e Class Features<br />
|name= Mage<br />
|summary=Mages are spellcasters that often don't have the time or patience to prepare spells every day but lack the innate abilities of a sorcerer. <br />
|hd= 6<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=full<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools= <br />
|saves= intelligence, Wisdom<br />
|skills= Choose two<br />
|item1a=a dagger<br />
|item1b=a quarterstaff<br />
|item2a=a dungeoneer's pack<br />
|item2b=an explorer's pack<br />
|item3a=an arcane focus<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Spellcasting, Arcane Bolt<br />
|classfeatures2=Practice Makes Perfect<br />
|classfeatures3=Tricks of The Trade Feature<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6=Practice Makes Perfect<br />
|classfeatures7=Tricks of The Trade Feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Tricks of The Trade Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Tricks of The Trade Feature<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=Tricks of The Trade Feature<br />
|classfeatures18=Efficient Spell<br />
|classfeatures19=<br />
|classfeatures20=Permanency<br />
<br />
|extrasonleft=2<br />
|extra1_name=Spells Known<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=7<br />
|extra1_14=7<br />
|extra1_15=8<br />
|extra1_16=8<br />
|extra1_17=9<br />
|extra1_18=9<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=4<br />
|extra2_7=5<br />
|extra2_8=5<br />
|extra2_9=5<br />
|extra2_10=6<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=7<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=9<br />
|extra2_20=9<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
==== Spellcasting ====<br />
<br />
As a student of magic... you gave up using your spellbook years ago. You can snap your fingers and do magic, what use is a dusty old tome? You can figure the rest out as you go. <br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips which you may choose from the bard, sorcerer, warlock, or wizard spell lists. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.<br />
<br />
;Casting Spells<br />
The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
You prepare each spell only once, imbuing it into your focus. An effective shortcut around the age-old practice of preparing spells each morning, you can cast each as many times as your spell slots will allow.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain access to a new level of spell, you learn a single spell chosen from the bard, sorcerer, warlock, or wizard spell list of the appropriate level.<br />
<br />
Much like a wizard writing spells in their spell book, you may use scrolls or other tomes you find along your way to change the imbued spells in your focus, but your focus may only carry one spell of each level.<br />
<br />
;Spellcasting Ability<br />
You use Charisma as your spellcasting ability for your Mage spells, since the power of your spells relies on your ability to project your will into the world. You use your {{5a|cha}} whenever a spell calls for your spellcasting ability. In addition, you use your {{5a|cha}} modifier when setting the saving throw DC for a mage spell cast and for setting an attack roll for one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use an Arcane Focus as a spellcasting focus (See PH page 150) for your mage spells.<br />
<br />
==== Arcane Bolt====<br />
Your signature and masterpiece.<br />
<br />
At 1st level, you gain Arcane Bolt as a bonus spell which you may cast without using a spell slot. For purposes of Counterspell etc, this spell's level is equal to your proficiency bonus.<br />
<br />
Casting time: 1 action<br />
<br />
Range: 120 feet<br />
<br />
Components: Somatic<br />
<br />
Duration: Instantaneous<br />
<br />
Make a spell attack against a creature you can see within range. The target has to make a dexterity saving throw on a hit, Arcane Bolt deals a number of damage dice to the target equal to half your proficiency bonus rounded up. Each time you cast Arcane Bolt, choose a unique damage type among acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. You must complete a short or long rest before you can cast arcane bolt with the same damage type again.<br />
<br />
Starting at 1st level, roll d6 for damage. Increase the damage die size by one at 6th (d8), 11th (d10) , and 15th level (d12).<br />
<br />
==== Imbuing and Casting Spells====<br />
The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
You prepare each spell only once, imbuing it into your focus. As an effective shortcut around the age-old practice of preparing spells each morning, you can cast each as many times as your spell slots will allow.<br />
<br />
When you find a spell of 1st level or higher of a spell list you can imbue, if it is of a level for which you have a spell already imbued you can spare the time to decipher and prepare it in place of your current spell of the same level. This process involves deciphering the written spell and the channeling of magic between your focus and the object in which the found spell is inscribed. You perform the ritual over the course of 1 hour, which can be done during a short rest. At the ritual's completion, you have imbued the found spell in your focus and can cast it as such. The source of the inscribed spell (scroll, spellbook, etc.) now contains the spell that you had prepared previously, no longer imbued.<br />
<br />
==== Practice Makes Perfect====<br />
You have been figuring things out on your own ever since you abandoned your spellbook, and you've got a good method now.<br />
<br />
At 2nd level, choose a skill or a tool. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.<br />
<br />
At 6th level, you can choose another skill or a tool proficiency to gain this benefit.<br />
<br />
==== Tricks of the Trade====<br />
Not being up to the usual study of schools and books, the Mage sets about a different means of getting by. Picking and choosing to find the best path for themselves.<br />
<br />
At 3rd, 7th, 10th, 14th, and 17th levels, a Mage may gain a feature of any subclass as long as a character of that class could do so at that level or lower, and can ignore any other prerequisites associated to attaining the feature.<br />
<br />
A feature which grants access to a single spell automatically grants it as a bonus spell. You must still have your focus in order to cast such a spell.<br />
<br />
A feature which grants access to more than one spell (Warlock patron spells, druid circle spells, etc) does not grant bonus spells, but if you choose such a feature you may choose from the spells it provides when learning spells of a new level.<br />
<br />
Features which go off of levels in a class are substituted with levels in mage and progress as normal. <br />
<br />
Alternatively, you can take feats instead of taking features. You must still meet the prerequisites of these feats.<br />
<br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Efficient Spell====<br />
At 18th level, casting some spells has simply become second nature.<br />
<br />
When imbuing your focus, you may now have up to two spells that are reduced by one spell level. Each of those spells counts as being one spell level lower for figuring which spell slot to spend when casting it, but not for what spells you know. <br />
<br />
If done on a 1st level spell, the spell becomes a cantrip that takes no slot or material components unless the spell is cast at higher levels for increased effect. Reducing a 1st level spell to a cantrip is permanent, as cantrips cannot be unlearned.<br />
<br />
==== Permanency====<br />
You have been imbuing spells in your focus for so long that you don't even have to think about it much to get the magic flowing.<br />
<br />
At 20th level, you may cast a spell which requires concentration and keep it permanent without concentrating. Alternatively, you can cast any spell which targets yourself and keep it permanent with the same conditions. Any condition that would end the spell other than time or concentration will still end it. If the spell would be forcibly dispelled or negated through means such as Counterspell or Dispel Magic, your opponent must roll for success no matter what level of spell slot they used to counter or dispel, if the spell slot your opponent used to counter or dispell your spell is equal to or lower than the spell level, the roll is made with disadvantage. The DC for your permanent spell equals 12 + the spell’s level. If the spell would be suppressed, such as by an Antimagic Field, You may roll vs. your spellsave DC using your spellcasting modifier. On a success, the spell is not suppressed and cannot be suppressed for 1 minute.<br />
<br />
You may only have one permanent spell active at a time. Casting a second permanent spell ends the first.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Mage class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Mage class, you gain the following proficiencies: Light Armor,Simple Weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
;Built for use with the [[Voidhaven (5e Campaign Setting)|Voidhaven]] campaign setting.</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Zealot_(5e_Class)&diff=1310372Zealot (5e Class)2020-04-01T15:14:44Z<p>Zibby: /* Cultist */</p>
<hr />
<div>== Zealot ==<br />
<br />
Not an uncommon name for various types of particularly motivated persons, the zealot is dedicated to supporting their cause at all costs. Some follow religion, others follow traditions, and still others just have a strong personal belief system. Though the method and cause may be different, the similarities run deep.<br />
<br />
=== Creating a Zealot ===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
;Quick Build<br />
You can make a Zealot quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution and Dexterity. Second, choose the Sage background. Third, choose the Archetype that you prefer and the highest armor you are proficient with.<br />
<br />
{{5e Class Features<br />
|name=Zealot<br />
|summary=The zealot is dedicated to supporting their cause at all costs.<br />
|hd=8<br />
|spellcasting=<br />
|armor= None<br />
|weapons= Simple weapons<br />
|tools= any one type of artisan's tools<br />
|saves= Constitution and Charisma<br />
|skills=Choose two from Deception, History, Intimidation, Perception and Religion.<br />
|item1a= leather armor, a shortbow and 20 arrows<br />
|item1b= any simple weapon<br />
|item2a= a light crossbow and 20 bolts<br />
|item2b= any bladed martial weapon<br />
|item3a= a Dungeoneer's pack<br />
|item3b= an Explorer's pack<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=[[#Fervor|Fervor]], [[#Zealot Archetype|Zealot Archetype]]<br />
|classfeatures2=[[#Conversion|Conversion]]<br />
|classfeatures3=[[#Zealot Archetype Feature|Zealot Archetype Feature]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
<br />
|classfeatures6=[[#Divine Speed|Lesser Divine Speed]]<br />
|classfeatures7=[[#Spirit Weapon|Lesser Spirit Weapon]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Zealot Archetype Feature|Zealot Archetype Feature]]<br />
|classfeatures10=[[#Blessing of the Faithful|Blessing of the Faithful]]<br />
|classfeatures11=[[#Spirit Weapon|Spirit Weapon]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Zeal|Zeal]]<br />
|classfeatures14=[[#Divine Speed|Divine Speed]]<br />
|classfeatures15=[[#Spirit Weapon|Greater Spirit Weapon]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Divine Speed|Greater Divine Speed]]<br />
|classfeatures18=[[#Zeal|Greater Zeal]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Zealot Archetype Feature|Zealot Archetype Feature]]<br />
<br />
|extrasonleft=1<br />
|extra1_name=Fervor<br />
|extra1_1=2<br />
|extra1_2=4<br />
|extra1_3=6<br />
|extra1_4=8<br />
|extra1_5=10<br />
|extra1_6=12<br />
|extra1_7=14<br />
|extra1_8=16<br />
|extra1_9=18<br />
|extra1_10=20<br />
|extra1_11=22<br />
|extra1_12=24<br />
|extra1_13=26<br />
|extra1_14=28<br />
|extra1_15=30<br />
|extra1_16=32<br />
|extra1_17=34<br />
|extra1_18=36<br />
|extra1_19=38<br />
|extra1_20=40<br />
}}<br />
<br />
==== Fervor ====<br />
Zealots draw power from their belief, giving them a number of Fervor points equal to double their Zealot level with which to use their abilities. Abilities that spend fervor have the cost noted in their description.<br />
<br />
You regain all spent Fervor points when you have completed a long rest. During a short rest, you may choose to regain Fervor or Hit Points for each hit die spent.<br />
<br />
==== Conversion ====<br />
Beginning at 2nd level, you may spend a Fervor point before making a(n) Deception, Insight, Intimidation, Persuasion, Religion, or Stealth check. If you are proficient, you gain advantage on the check. If you are not, you may add your proficiency modifier to the total rolled. You may not use Conversion more than once on a single roll.<br />
<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
==== Divine Speed ====<br />
Beginning at 6th level, you gain a +5 bonus to your movement speed. In addition, you do not have disadvantage when making ranged attacks while an enemy is within 5 feet.<br />
<br />
At 14th level, you gain advantage on all saving throws against effects that would slow or stop your movement.<br />
<br />
Once you reach 17th level, your movement speed bonus is increased to +15 ft.<br />
<br />
==== Spirit Weapon ====<br />
Beginning at 7th level, when you make an attack, you may spend a single Fervor point in order to grant a +1 bonus to attack and damage. Once you reach 11th level, this increases to a +2 bonus, and becomes a +3 bonus once you reach 15th level. This attack counts as magical for the purposes of overcoming resistance or immunity to non-magical attacks and damage.<br />
<br />
==== Blessing of the Faithful ====<br />
Beginning at 10th level, if you begin your turn effected by a condition that was not caused by reaching 0 hit points, you may spend a single point of Fervor to roll a save against it. On a success, the condition ends. If there is normally no save DC to end the condition, the DC is equal to 8 + your Proficiency modifier + your relevant ability modifier.<br />
<br />
==== Zeal ====<br />
Beginning at 13th level, when you score a critical hit, you regain Fervor points equal to your Charisma modifier.<br />
<br />
Once you reach 18th level, you also regain all spent hit dice after completing a long rest.<br />
<br />
=== Disciple ===<br />
<br />
Disciples are true believers and followers, they dedicate themselves to their cause and shut out all else.<br />
<br />
;{{#anc: Shield of Faith}}<br />
When you choose this Archetype at 1st level, you gain proficiency in Insight and may add your Charisma modifier to your armor class as long as you are not wearing armor (AC equal to 10 + Dexterity modifier + Charisma modifier).<br />
<br />
;{{#anc: Bolt of Will}}<br />
Beginning at 1st level, when you attack with a ranged weapon you are proficient with, you may also spend a single point of fervor in order to ignore the ammunition, loading, misfire and reload properties. This use of fervor also allows you to use your Charisma in place of Dexterity for the attack and deal force damage instead of the weapon's normal damage type.<br />
<br />
While you are unarmed, you may make a ranged attack up to 30ft away using your charisma modifier instead of dexterity. On a hit, you deal force damage to the target equal to 1d4 plus your charisma modifier. The damage die for this attack increases by one size at 5th (1d6), 11th (1d8), and 17th level (1d10). This attack does not require the use of fervor.<br />
<br />
;{{#anc: Empathic Healing}}<br />
Beginning at 3rd level, you may use your action to touch another creature within reach, spending a number of hit dice less than or equal to your Constitution modifier. The creature regains a number of hit points equal to twice the total rolled, up to their hit point maximum.<br />
<br />
Instead of healing, you may spend a hit die to remove a single condition from the target, gaining that condition yourself. The condition's duration is halved. If there is a saving throw to end the condition, you have advantage on the saving throw. If the condition is permanent, you may attempt a saving throw to end it immediately. If you fail a roll to end an effect, you may always try again once you have completed a long rest.<br />
<br />
;{{#anc: Purify}}<br />
Using your action, you touch a creature, draining life from them and granting it to another.<br />
<br />
Beginning at 9th level, you may use an action and spend a number of Fervor points equal to your Charisma modifier to make a melee attack roll against an opponent within range. On a hit, they must spend and roll a number of hit dice equal to your Charisma modifier, losing life equal to the total rolled. You may grant another creature within 30ft that same amount of hit points as long as you can see them. You may not use this ability again until you have completed a short or long rest.<br />
<br />
;{{#anc: Self Sacrifice}}<br />
Once you reach 20th level, you may willingly reduce your hit points to zero as an action. In doing so, you may choose a living creature within 30ft. The chosen creature regains all of it's hit points. Alternatively, you can choose a target that has died within 24 hours, in which case it is instead returned to life with half it's maximum hit points. As long you are not hit once you use this ability, you are considered stable, prone, and unconscious. You must complete a long rest before using this ability again.<br />
<br />
=== Templar ===<br />
<br />
Templars are the sword of faith. They dedicate themselves to furthering their cause and will fight for it at all times.<br />
<br />
;{{#anc:Templar Training}}<br />
After choosing this Archetype at 1st level, you also gain proficiency in Stealth, light armor, medium armor, and all bladed martial weapons.<br />
<br />
As a bonus action, you may take the hide action as long as you are partially obscured, in dim or darker lighting, or invisible.<br />
<br />
;{{#anc: Blade of Will}}<br />
Beginning at 1st level, as a bonus action, you may spend a Fervor point to create any bladed melee weapon with which you are proficient. This weapon appears in your hand and lasts as long as you wish, provided it is within reach. If thrown, the weapon will disappear when it comes to a stop. Attacks with this Weapon use your Charisma modifier instead of your Strength or Dexterity.<br />
<br />
;{{#anc: Channel Self}}<br />
Beginning at 3rd level, as part of an attack you may spend an equal number of Fervor points and hit dice that is less than or equal to your Constitution modifier. Add the Fervor spent to your attack roll. On a hit, add the hit dice to your damage roll. If you miss, the Hit Dice are still spent.<br />
<br />
;{{#anc: Spirit Cloak}}<br />
Beginning at 9th level, you may spend a point of fervor and use a bonus action to step into the Ethereal Plane as with the spell Etherealness, but with the following changes:<br />
You must spend a one point of fervor each round to remain in the Border Ethereal. If you cannot or choose not to spend the required fervor at the beginning of your turn, you return to the plane you came from in the space you now occupy. While on the Ethereal Plane, and while you are wielding a weapon summoned by Blade of Will, you can spend one point of Fervor to make a single attack against any target you can see within range.<br />
<br />
;{{#anc: Sacrificial Strike}}<br />
Once you reach 20th level, you may willingly reduce your hit points to zero as an action and you may also take any number of failed death saving throws (up to three). Choose a creature within 30 feet. They must succeed on a Constitution saving throw or lose hit points equal to your hit point maximum. For each failed death saving throw you took, roll your maximum hit dice. The target loses life equal to the total rolled.<br />
<br />
On a successful save, the target takes half damage. A creature cannot reduce the loss of hit points from your failed death saving throws, even if they reduce the initial hit point loss.<br />
<br />
You may not use this ability again until you have completed a long rest.<br />
<br />
=== Cultist ===<br />
Extremists and fanatics, cultists are willing to sacrifice themselves for their cause, though they will likely sacrifice others first.<br />
<br />
;{{#anc: Devotion}}<br />
Once you choose this Archetype at 1st level, you gain proficiency in Persuasion and light armor.<br />
<br />
;{{#anc: Disembowel}}<br />
Beginning at 1st level, you know how to strike viciously and exploit a foe's distraction. Once per turn, you can deal an extra 1d4 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if the target is flanked and you don't have disadvantage on the Attack roll.<br />
<br />
The amount of the extra damage increases by 1d4 at each odd level (2d4 at 3rd level, 3d4 at 5th, etc).<br />
<br />
If you hit a creature that is willing, incapacitated, or otherwise restrained with Disembowel, you may automatically score a critical hit. If you use this ability on one of your followers, it dies with no need to roll damage.<br />
<br />
If a creature dies from Disembowel, you may use the creature's blood to perform a blood rite as a bonus action. A number of creatures equal to or less than your charisma modifier within 30ft are blessed or cursed for a number of rounds equal to your Charisma modifier. Blessed creatures make all rolls with advantage while cursed creatures roll with disadvantage. You may not bless and curse using the same rite.<br />
<br />
Once you perform a blood rite, you must complete a short or long rest before you can perform another, though you may still get the additional damage dice from Disembowel.<br />
<br />
;{{#anc: Fanatic Congregation}}<br />
Beginning at 3rd level, you may have a number of followers equal to half your proficiency bonus. To attract one, you must succeed on a Persuasion check (DC = 8 + your Charisma modifier + your proficiency bonus). Once you try to attract a follower, (and if you do not have your maximum number of followers) you may try to attract another after finishing a long rest. Followers that are reduced to 0 Hit Points are dead, they do not make death saving throws but can be returned to life as you would a player (at DM discretion).<br />
<br />
Followers are always half your level (minimum level 1) but share your proficiency bonus. Each of their ability scores begins at 10, though you may start a single score at 8 in order to start with another at 12. Each follower under your command gives you 1 flex action which can be used during combat. At any point during the round, you may declare that you want to change a flex action into another type of action. A flex action can become: One Movement, One Action, One Bonus Action, or One Reaction. Each creature you control (including your character) may not take more than one movement each round, and may not take the same action or bonus action more than once each round.<br />
<br />
All followers share an initiative position with you. Followers consume your actions; they do not have actions of their own. Outside of combat, you may command followers to attempt tasks or have them assist you with a task if they are proficient in the appropriate skill. Each time a follower gains an Ability Score Increase, you may add 2 to one ability score or 1 to two of their ability Scores. As normal, you may not increase any score above 20. A single adept may only choose cantrips from the spell list of one class.<br />
<br />
Followers come in three flavors and progress as the following tables show:<br />
<br />
{| class="column" style="width: 100%;" cellspacing="0" cellpadding="0"<br />
|-<br />
| style="width: 33%;" |<br />
{| class="5e"<br />
|+ Fighter<br />
! Level !! Hit Dice !! Features<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 1d10 || Proficiency: Simple weapons<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 2d10 || Proficiency: Light armor<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 3d10 || Proficiency: Skill<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4d10 || Ability Score Increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5d10 || Proficiency: Medium armor<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6d10 || Ability Score Increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 7d10 || Proficiency: Martial weapons<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 8d10 || Ability Score Increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 9d10 || Proficiency: Heavy armor<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 10d10 || Ability Score Increase<br />
|-<br />
|}<br />
| style="width: 34%;" |<br />
{| class="5e"<br />
|+ Adept<br />
! Level !! Hit Dice !! Features<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 1d6 || Cantrip<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 2d6 || Proficiency: Skill<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 3d6 || Proficiency: Simple weapons<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4d6 || Ability Score Increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5d6 || Cantrip<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6d6 || Ability Score Increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 7d6 || Proficiency: Skill<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 8d6 || Ability Score Increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 9d6 || Cantrip<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 10d6 || Ability Score Increase<br />
|-<br />
|}<br />
| style="width: 33%;" |<br />
{| class="5e"<br />
|+ Tradesman<br />
! Level !! Hit Dice !! Features<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 1d8 || Proficiency: Artisan tool set<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 2d8 || Proficiency: Skill<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 3d8 || Proficiency: Simple weapons<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4d8 || Ability Score Increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5d8 || Proficiency: Skill<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6d8 || Ability Score Increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 7d8 || Proficiency: Light Armor<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 8d8 || Ability Score Increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 9d8 || Proficiency: Artisan tool set<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 10d8 || Ability Score Increase<br />
|-<br />
|}<br />
|}<br />
;{{#anc: Surrogate Empathy}}<br />
Beginning at 9th level, you may spend a number of hit dice equal to or less than your charisma modifier from a single follower within 30ft. Roll the hit dice. Your follower takes damage equal to the total rolled. Choose a creature that you can see within 60 feet of your follower to make a wisdom saving throw. On a failure, the creature loses a number of hit points equal to the total rolled plus your charisma modifier, or half as much if they succeed.<br />
;{{#anc: Ritual Suicide}}<br />
At 20th level, you may use an action to reduce yourself and each of your followers within 100ft to 0 hit points. All other creatures within 100ft roll a Constitution save vs your Charisma or lose life equal to the total lost by you and your followers. On a successful save, a creature takes half damage. You may designate a number of creatures other than you or your followers to be unaffected, up to your Charisma modifier.<br />
When you use this ability, you get a number of death saving throw failures equal to 4- the number of long rests you have completed since you last uses this ability.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Zealot class, you must meet these prerequisites: Charisma 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Zealot class, you gain the following proficiencies: none<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
;Built for use with the [[Voidhaven (5e Campaign Setting)|Voidhaven]] campaign setting.</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Greatcoat_(5e_Class)&diff=1292465Greatcoat (5e Class)2020-02-27T14:35:31Z<p>Zibby: /* Archer */</p>
<hr />
<div>== Greatcoat ==<br />
The right hand of a dead king, greatcoats follow the moral laws of men. In recent years, they have mediated between disagreements, carried out verdicts as granted by jury, and protected those who cannot protect themselves. They are named after the iconic uniform they wear which acts as armor, pack, and bedroll.<br />
<br />
Greatcoats are much like fighters, but give up armor and shields for attacks that do more damage with greater accuracy. They are tough enough to keep going when most would give up, and can talk their way out of fights almost as easily as they win them.<br />
<br />
=== Creating a Greatcoat ===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a greatcoat quickly by following these suggestions. First, {{5a|Dex}} should be your highest ability score, followed by {{5a|Cha}}. Second, choose the {{5e|Soldier }} background. Third, choose a {{5e|rapier}} and 4 {{5e|dagger}}s.<br />
<br />
<br />
{{5e Class Features<br />
|name= Greatcoat<br />
|summary=<br />
|hd= 10<br />
|spellcasting=<br />
|armor={{5e|Light armor}}<br />
|weapons={{5e|Weapons|Simple}} and {{5e|Weapons|martial weapons}}<br />
|saves= {{5a|Dex}}, {{5a|Cha}}<br />
|tools= None<br />
|skills= Choose three from {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Animal Handling}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Persuasion}}, and {{5s|Survival}}.<br />
|item1a=greatcoat (See below)<br />
|item1b=<br />
|item2a=a {{5e|rapier}}<br />
|item2b=a {{5e|longbow}} and {{5e|Arrows (20)|20 arrows}}<br />
|item3a=two {{5e|shortsword}}s<br />
|item3b=four {{5e|dagger}}s<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=[[#Judgment|Judgment]], [[#Fighting Style|Fighting Style]], [[#Will over Body|Will over Body]]<br />
|classfeatures2= [[#Playing Cuffs|Playing Cuffs]]<br />
|classfeatures3=[[#Greatcoat Archetypes|Greatcoat Archetype]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=[[#Saint's Blessing|Saint's Blessing]]<br />
|classfeatures7=[[#Greatcoat Archetype Feature|Greatcoat Archetype Feature]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Disarm|Disarm]]<br />
|classfeatures10=[[#Ability Score Improvement|Ability Score Improvement]]<br />
|classfeatures11=[[#Greatcoat Archetype|Greatcoat Archetype Feature]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Extra Attack|Extra Attack Improvement]]<br />
|classfeatures14=[[#Playing Cuffs|Improved Playing Cuffs]]<br />
|classfeatures15=[[#Saint's Blessing|Saint's Blessing Improvement]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Disarm|Improved Disarm]]<br />
|classfeatures18=[[#Greatcoat Archetype|Greatcoat Archetype Feature]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Call to Arms|Call to Arms]]<br />
}}<br />
<br />
==== The Greatcoat ====<br />
At first level you begin with a greatcoat, the symbol of your authority and your namesake.<br />
<br />
The greatcoat counts as studded leather armor and has many pockets both inside and out. These pockets are of various sizes and carry tools for nearly any situation. Wearing it during a rest does not cause exhaustion.<br />
<br />
You know your coat intimately and are used to finding what you need when you need it. Using your object interaction, you may select any item you have stored within your coat and use it without needing to search for it. In addition, any attempt to pick a pocket of your greatcoat is made with disadvantage.<br />
<br />
As an object interaction, you may remove from one of your pockets, any piece of adventuring gear (see phb page 150) worth less than 10 gp except for ammunition or a class specific item. You may not use this again until you have completed a long rest after either putting the item back, or using up the item.<br />
<br />
Please be practical when considering reusability. For example, caltrops are likely reusable, but if used to flee a monster lair, you need not go retrieve them.<br />
<br />
A new greatcoat can be commissioned if yours is lost or destroyed, requiring leather and bone worth 100gp.<br />
<br />
==== Judgment ====<br />
As a bonus action, you may judge an intelligent creature which you can see. It must have a language and have broken some moral or legal law/code. As part of this bonus action, you may declare a duel to the death against the target creature. During the duel you gain a bonus to attack and damage equal to half your proficiency bonus (rounded down).<br />
<br />
If the judged creature gives up, declines to fight, or chooses to flee the duel, you win the duel and the judged creature makes all rolls with disadvantage until completing a long rest.<br />
<br />
If another creature threatens (flanks, attacks, or in any way molests or interferes with) either contestant in a duel, they also make all rolls with disadvantage until completing a long rest.<br />
<br />
==== Fighting Style ====<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
; Archery<br />
You gain a +2 bonus to attack rolls made with ranged weapons.<br />
<br />
; Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
; Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of your offhand attack(s).<br />
<br />
==== Will over Body ====<br />
You have trained past the point of exhaustion for so long that you hardly notice it now. You are always treated as though you are affected by one level of exhaustion less than you actually have.<br />
;Hard Candy<br />
As a bonus action, you may consume a hard candy from your greatcoat. Reduce your exhaustion level by 1 and gain temporary hit points equal to your maximum hit points. For one hour, you must use your strength modifier for any attack roll. After an hour, you may once again use dexterity when applicable, you lose all temporary hit points, and gain 3 levels of exhaustion.<br />
You may not use this ability again until you have completed a long rest.<br />
<br />
==== Playing Cuffs ====<br />
Starting at 2nd level, you may use the bone inlay in the cuffs of your greatcoat as melee weapons which deal 1d4 bludgeoning damage and have the light and finesse properties.<br />
<br />
If you are using both cuffs (or are unarmed, but wearing your greatcoat), and are hit by a melee attack, you may use your reaction to attempt a block. To do so, roll an attack. If your attack roll (after modifiers) is equal to or greater than your opponent's, you successfully block the attack.<br />
<br />
Starting at 14th level, you may also use this when hit by a ranged attack as long as you are not surprised. A successful block grants you another reaction.<br />
<br />
==== Greatcoat Archetype ====<br />
At the 3rd level, you chose an archetype. Choose between archer, duelist, and ring leader, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 11th, and 18th levels.<br />
<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
Starting at 13th level, you can attack thrice, instead of twice, whenever you take the Attack action on Your Turn.<br />
<br />
==== Saint's Blessing ====<br />
Starting at 6th level, you may spend at least one minute praying to the saint(s) of your choice.<br />
This grants you one blessing; a single die roll which allows you to roll 3d20 and keep the highest among them. This overrides any disadvantage or advantage you may have. You may not use this again until you have completed a long rest.<br />
<br />
Starting at 15th level, this grants two such die rolls after praying.<br />
<br />
Any unused blessings are lost after taking a long rest.<br />
<br />
==== Disarm ====<br />
Starting at 9th level, you may use a weapon attack to knock a weapon or another item from a target's grasp. Make an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.<br />
<br />
If you win the contest, the defender drops the item. A disarmed opponent may not take the disengage action until they have drawn or picked up a weapon. If the disarmed opponent chooses to pick up the weapon or draw a two-handed weapon within your reach, they grant you an attack of opportunity.<br />
<br />
Starting at 17th level, you roll to disarm with advantage. If both rolls hit, you may choose to break the weapon. You may only break a weapon that has lower rarity than your own. If a disarmed opponent chooses to pick up a weapon or draw a weapon without the finesse property while within your reach, they grant you an attack of opportunity.<br />
<br />
==== Call to Arms ====<br />
At 20th level, you may use a bonus action to pass judgment on a group of 2 or more intelligent creatures that you can see. They must have a language and have broken some moral or legal law/code or support a leader who has. For a number of rounds equal to your Charisma modifier, you and your allies have advantage when attacking members of the judged group.<br />
<br />
If a judged creature gives up, declines to fight, or chooses to flee the encounter, that creature makes all rolls with disadvantage until completing a long rest.<br />
<br />
You may not use this again until you have completed a long rest.<br />
<br />
=== Archer ===<br />
<!-introduction-><br />
<br />
;{{#anc:Precision}}<br />
Once you choose the Archer subclass at 3rd level, you may re-roll ranged attack rolls of 1 or 2. You must use the new result.<br />
<br />
;{{#anc:Take Aim}}<br />
Starting at 7th level, you may reduce the number of attacks you can make using your attack action by one. If you do, you gain advantage on your next ranged attack this turn. If you already have advantage, you may instead add your proficiency bonus to your attack roll twice instead of once. If you score a critical hit when using Take Aim, add your proficiency bonus to the damage.<br />
<br />
;{{#anc:Deadly Accuracy}}<br />
Starting at 11th level, you may now re-roll ranged attack rolls of 1 through 4. You must use the new roll.<br />
<br />
;{{#anc: The King's Arrow}}<br />
Starting at 18th level, you may use your attack action to make a single ranged attack up to four times your maximum weapon range. If your target is within your normal maximum weapon range, you do not have disadvantage. You do not need to see your target. This attack ignores all cover except full cover.<br />
<br />
You may not use this again until you have completed a long rest.<br />
<br />
=== Duelist ===<br />
<br />
<!-Introduce this class option here-><br />
<br />
;{{#anc: Improvement Critical}}<br />
Once you choose the Duelist Archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.<br />
<br />
;{{#anc:Dueling Style}}<br />
At 7th level, you gain an a bonus based on the combat style you chose at Greatcoat level 1:<br />
<br />
Dueling:<br />
When you are wielding a melee weapon in one hand and no other weapons, you get a +2 bonus to attack rolls made with that weapon.<br />
<br />
Two-Weapon Fighting:<br />
When you use a bonus action to attack with your offhand weapon, you may make two attacks with it instead. Both attacks add your ability modifier to damage.<br />
<br />
You may not have both dueling styles even if you have both combat styles.<br />
<br />
;{{#anc: Superior Critical}}<br />
Starting at 11th level, your weapon attacks score a critical hit on a roll of 18 through 20.<br />
<br />
;{{#anc: The King's Blade}}<br />
At 18th level, you gain a bonus or ability based on the combat style you chose at Greatcoat level 1:<br />
<br />
Dueling:<br />
You may use your attack action to make a single melee attack against an opponent you have judged. You may not roll this attack with advantage, but if it <br />
hits, you deal 10x your weapon's damage to the target.<br />
<br />
You may not use this ability again until you have completed a long rest.<br />
<br />
Two-Weapon Fighting Style:<br />
When you use your bonus action to make an attack with an offhand weapon, you may make three attacks with it instead. Add your ability modifier to the damage of each attack.<br />
<br />
=== Ring Leader ===<br />
<br />
Must be lawful<br />
<br />
;{{#anc: Precision}}<br />
Starting at 3rd level, you may reroll attack rolls of 1 or 2. You must use the new result.<br />
<br />
;{{#anc: Apothecary}}<br />
Starting at 7th level, your hard candy also removes the unconscious, paralyzed and stunned conditions, as well as 2 levels of exhaustion. You may give it to another instead of taking it yourself, and you may not use it again until completing a short or long rest.<br />
<br />
;{{#anc: Improved Critical}}<br />
Starting at 15th level, your weapon attacks score a critical hit on a roll of 19 or 20.<br />
<br />
;{{#anc: The King's Heart}}<br />
Starting at 18th level, your bonus to attack and damage vs a judged creature is equal to your proficiency bonus. If you win a duel, you roll Charisma checks with advantage until you have taken a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Greatcoat class, you must meet these prerequisites: {{5a|Dex}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Greatcoat class, you gain the following proficiencies: {{5e|light armor}}, {{5e|Weapons|Martial weapons}}<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|owner=Sebastien de Castell|franchise=Greatcoats}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Greatcoat_(5e_Class)&diff=1292464Greatcoat (5e Class)2020-02-27T14:31:33Z<p>Zibby: /* Duelist */</p>
<hr />
<div>== Greatcoat ==<br />
The right hand of a dead king, greatcoats follow the moral laws of men. In recent years, they have mediated between disagreements, carried out verdicts as granted by jury, and protected those who cannot protect themselves. They are named after the iconic uniform they wear which acts as armor, pack, and bedroll.<br />
<br />
Greatcoats are much like fighters, but give up armor and shields for attacks that do more damage with greater accuracy. They are tough enough to keep going when most would give up, and can talk their way out of fights almost as easily as they win them.<br />
<br />
=== Creating a Greatcoat ===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a greatcoat quickly by following these suggestions. First, {{5a|Dex}} should be your highest ability score, followed by {{5a|Cha}}. Second, choose the {{5e|Soldier }} background. Third, choose a {{5e|rapier}} and 4 {{5e|dagger}}s.<br />
<br />
<br />
{{5e Class Features<br />
|name= Greatcoat<br />
|summary=<br />
|hd= 10<br />
|spellcasting=<br />
|armor={{5e|Light armor}}<br />
|weapons={{5e|Weapons|Simple}} and {{5e|Weapons|martial weapons}}<br />
|saves= {{5a|Dex}}, {{5a|Cha}}<br />
|tools= None<br />
|skills= Choose three from {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Animal Handling}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Persuasion}}, and {{5s|Survival}}.<br />
|item1a=greatcoat (See below)<br />
|item1b=<br />
|item2a=a {{5e|rapier}}<br />
|item2b=a {{5e|longbow}} and {{5e|Arrows (20)|20 arrows}}<br />
|item3a=two {{5e|shortsword}}s<br />
|item3b=four {{5e|dagger}}s<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=[[#Judgment|Judgment]], [[#Fighting Style|Fighting Style]], [[#Will over Body|Will over Body]]<br />
|classfeatures2= [[#Playing Cuffs|Playing Cuffs]]<br />
|classfeatures3=[[#Greatcoat Archetypes|Greatcoat Archetype]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=[[#Saint's Blessing|Saint's Blessing]]<br />
|classfeatures7=[[#Greatcoat Archetype Feature|Greatcoat Archetype Feature]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Disarm|Disarm]]<br />
|classfeatures10=[[#Ability Score Improvement|Ability Score Improvement]]<br />
|classfeatures11=[[#Greatcoat Archetype|Greatcoat Archetype Feature]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Extra Attack|Extra Attack Improvement]]<br />
|classfeatures14=[[#Playing Cuffs|Improved Playing Cuffs]]<br />
|classfeatures15=[[#Saint's Blessing|Saint's Blessing Improvement]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Disarm|Improved Disarm]]<br />
|classfeatures18=[[#Greatcoat Archetype|Greatcoat Archetype Feature]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Call to Arms|Call to Arms]]<br />
}}<br />
<br />
==== The Greatcoat ====<br />
At first level you begin with a greatcoat, the symbol of your authority and your namesake.<br />
<br />
The greatcoat counts as studded leather armor and has many pockets both inside and out. These pockets are of various sizes and carry tools for nearly any situation. Wearing it during a rest does not cause exhaustion.<br />
<br />
You know your coat intimately and are used to finding what you need when you need it. Using your object interaction, you may select any item you have stored within your coat and use it without needing to search for it. In addition, any attempt to pick a pocket of your greatcoat is made with disadvantage.<br />
<br />
As an object interaction, you may remove from one of your pockets, any piece of adventuring gear (see phb page 150) worth less than 10 gp except for ammunition or a class specific item. You may not use this again until you have completed a long rest after either putting the item back, or using up the item.<br />
<br />
Please be practical when considering reusability. For example, caltrops are likely reusable, but if used to flee a monster lair, you need not go retrieve them.<br />
<br />
A new greatcoat can be commissioned if yours is lost or destroyed, requiring leather and bone worth 100gp.<br />
<br />
==== Judgment ====<br />
As a bonus action, you may judge an intelligent creature which you can see. It must have a language and have broken some moral or legal law/code. As part of this bonus action, you may declare a duel to the death against the target creature. During the duel you gain a bonus to attack and damage equal to half your proficiency bonus (rounded down).<br />
<br />
If the judged creature gives up, declines to fight, or chooses to flee the duel, you win the duel and the judged creature makes all rolls with disadvantage until completing a long rest.<br />
<br />
If another creature threatens (flanks, attacks, or in any way molests or interferes with) either contestant in a duel, they also make all rolls with disadvantage until completing a long rest.<br />
<br />
==== Fighting Style ====<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
; Archery<br />
You gain a +2 bonus to attack rolls made with ranged weapons.<br />
<br />
; Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
; Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of your offhand attack(s).<br />
<br />
==== Will over Body ====<br />
You have trained past the point of exhaustion for so long that you hardly notice it now. You are always treated as though you are affected by one level of exhaustion less than you actually have.<br />
;Hard Candy<br />
As a bonus action, you may consume a hard candy from your greatcoat. Reduce your exhaustion level by 1 and gain temporary hit points equal to your maximum hit points. For one hour, you must use your strength modifier for any attack roll. After an hour, you may once again use dexterity when applicable, you lose all temporary hit points, and gain 3 levels of exhaustion.<br />
You may not use this ability again until you have completed a long rest.<br />
<br />
==== Playing Cuffs ====<br />
Starting at 2nd level, you may use the bone inlay in the cuffs of your greatcoat as melee weapons which deal 1d4 bludgeoning damage and have the light and finesse properties.<br />
<br />
If you are using both cuffs (or are unarmed, but wearing your greatcoat), and are hit by a melee attack, you may use your reaction to attempt a block. To do so, roll an attack. If your attack roll (after modifiers) is equal to or greater than your opponent's, you successfully block the attack.<br />
<br />
Starting at 14th level, you may also use this when hit by a ranged attack as long as you are not surprised. A successful block grants you another reaction.<br />
<br />
==== Greatcoat Archetype ====<br />
At the 3rd level, you chose an archetype. Choose between archer, duelist, and ring leader, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 11th, and 18th levels.<br />
<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on Your Turn.<br />
<br />
Starting at 13th level, you can attack thrice, instead of twice, whenever you take the Attack action on Your Turn.<br />
<br />
==== Saint's Blessing ====<br />
Starting at 6th level, you may spend at least one minute praying to the saint(s) of your choice.<br />
This grants you one blessing; a single die roll which allows you to roll 3d20 and keep the highest among them. This overrides any disadvantage or advantage you may have. You may not use this again until you have completed a long rest.<br />
<br />
Starting at 15th level, this grants two such die rolls after praying.<br />
<br />
Any unused blessings are lost after taking a long rest.<br />
<br />
==== Disarm ====<br />
Starting at 9th level, you may use a weapon attack to knock a weapon or another item from a target's grasp. Make an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.<br />
<br />
If you win the contest, the defender drops the item. A disarmed opponent may not take the disengage action until they have drawn or picked up a weapon. If the disarmed opponent chooses to pick up the weapon or draw a two-handed weapon within your reach, they grant you an attack of opportunity.<br />
<br />
Starting at 17th level, you roll to disarm with advantage. If both rolls hit, you may choose to break the weapon. You may only break a weapon that has lower rarity than your own. If a disarmed opponent chooses to pick up a weapon or draw a weapon without the finesse property while within your reach, they grant you an attack of opportunity.<br />
<br />
==== Call to Arms ====<br />
At 20th level, you may use a bonus action to pass judgment on a group of 2 or more intelligent creatures that you can see. They must have a language and have broken some moral or legal law/code or support a leader who has. For a number of rounds equal to your Charisma modifier, you and your allies have advantage when attacking members of the judged group.<br />
<br />
If a judged creature gives up, declines to fight, or chooses to flee the encounter, that creature makes all rolls with disadvantage until completing a long rest.<br />
<br />
You may not use this again until you have completed a long rest.<br />
<br />
=== Archer ===<br />
<!-introduction-><br />
<br />
;{{#anc:Precision}}<br />
Once you choose the Archer subclass at 3rd level, you may re-roll ranged attack rolls of 1 or 2. You must use the new result.<br />
<br />
;{{#anc:Take Aim}}<br />
Starting at 7th level, you may reduce the number of attacks you can make using your attack action by one. If you do, you gain advantage on your next attack this turn. If you already have advantage, you may instead add your proficiency bonus to your attack roll twice instead of once. If you score a critical hit when using Take Aim, add your proficiency bonus to the damage.<br />
<br />
;{{#anc:Deadly Accuracy}}<br />
Starting at 11th level, you may now re-roll ranged attack rolls of 1 through 4. You must use the new roll.<br />
<br />
;{{#anc: The King's Arrow}}<br />
Starting at 18th level, you may use your attack action to make a single ranged attack up to four times your maximum weapon range. If your target is within your normal maximum weapon range, you do not have disadvantage. You do not need to see your target. This attack ignores all cover except full cover.<br />
<br />
You may not use this again until you have completed a long rest.<br />
<br />
=== Duelist ===<br />
<br />
<!-Introduce this class option here-><br />
<br />
;{{#anc: Improvement Critical}}<br />
Once you choose the Duelist Archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.<br />
<br />
;{{#anc:Dueling Style}}<br />
At 7th level, you gain an a bonus based on the combat style you chose at Greatcoat level 1:<br />
<br />
Dueling:<br />
When you are wielding a melee weapon in one hand and no other weapons, you get a +2 bonus to attack rolls made with that weapon.<br />
<br />
Two-Weapon Fighting:<br />
When you use a bonus action to attack with your offhand weapon, you may make two attacks with it instead. Both attacks add your ability modifier to damage.<br />
<br />
You may not have both dueling styles even if you have both combat styles.<br />
<br />
;{{#anc: Superior Critical}}<br />
Starting at 11th level, your weapon attacks score a critical hit on a roll of 18 through 20.<br />
<br />
;{{#anc: The King's Blade}}<br />
At 18th level, you gain a bonus or ability based on the combat style you chose at Greatcoat level 1:<br />
<br />
Dueling:<br />
You may use your attack action to make a single melee attack against an opponent you have judged. You may not roll this attack with advantage, but if it <br />
hits, you deal 10x your weapon's damage to the target.<br />
<br />
You may not use this ability again until you have completed a long rest.<br />
<br />
Two-Weapon Fighting Style:<br />
When you use your bonus action to make an attack with an offhand weapon, you may make three attacks with it instead. Add your ability modifier to the damage of each attack.<br />
<br />
=== Ring Leader ===<br />
<br />
Must be lawful<br />
<br />
;{{#anc: Precision}}<br />
Starting at 3rd level, you may reroll attack rolls of 1 or 2. You must use the new result.<br />
<br />
;{{#anc: Apothecary}}<br />
Starting at 7th level, your hard candy also removes the unconscious, paralyzed and stunned conditions, as well as 2 levels of exhaustion. You may give it to another instead of taking it yourself, and you may not use it again until completing a short or long rest.<br />
<br />
;{{#anc: Improved Critical}}<br />
Starting at 15th level, your weapon attacks score a critical hit on a roll of 19 or 20.<br />
<br />
;{{#anc: The King's Heart}}<br />
Starting at 18th level, your bonus to attack and damage vs a judged creature is equal to your proficiency bonus. If you win a duel, you roll Charisma checks with advantage until you have taken a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Greatcoat class, you must meet these prerequisites: {{5a|Dex}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Greatcoat class, you gain the following proficiencies: {{5e|light armor}}, {{5e|Weapons|Martial weapons}}<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|owner=Sebastien de Castell|franchise=Greatcoats}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Bound_Item_(5e_Spell)&diff=1292144Bound Item (5e Spell)2020-02-26T19:15:56Z<p>Zibby: </p>
<hr />
<div>{{5e Spell<br />
|name=Bound Item<br />
|school=conjuration <br />
|lvl=2nd<br />
|ritual=yes<br />
|casttime=1 hour<br />
|range=See text<br />
|comp=V, M (The Item you are binding)<br />
|dur=Instantaneous<br />
|summary=An Item you have previously bound returns to you from a long distance.<br />
}}<br />
Over the course of the ritual, and while holding or wearing an item which you can carry that isn't attuned to anyone other than yourself, you attempt a binding on the item. Once complete, and if you don't already have the maximum number of items attuned, or you are already attuned to the item, you successfully bind the item to yourself and attune to it if necessary. This binding persists as long as you are attuned to the item.<br />
<br />
As an action, you may call an item you have previously bound. When called, a bound item of your choice which is on the same plane as you immediately appears in your free hand or on your person. If you don't have a free hand, or are already wearing an item of the same type, or the item is not on the same plane as you are, your action is spent and the item does not appear. If you or the item travel into an antimagic field, the binding is suppressed, preventing you from summoning the item until neither you or the item are in an antimagic field.<br />
----<br />
{{5e Bard Spells Breadcrumb}}<br/><br />
{{5e Cleric Spells Breadcrumb}}<br/><br />
{{5e Druid Spells Breadcrumb}}<br/><br />
{{5e Paladin Spells Breadcrumb}}<br/><br />
{{5e Ranger Spells Breadcrumb}}<br/><br />
{{5e Sorcerer Spells Breadcrumb}}<br/><br />
{{5e Wizard Spells Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Bard 2]]<br />
[[Category:Cleric 2]]<br />
[[Category:Druid 2]]<br />
[[Category:Paladin 2]]<br />
[[Category:Ranger 2]]<br />
[[Category:Sorcerer 2]]<br />
[[Category:Wizard 2]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Dragon_Ryder,_Variant_(5e_Class)&diff=1292054Dragon Ryder, Variant (5e Class)2020-02-26T16:23:56Z<p>Zibby: /* Dragon Casting */</p>
<hr />
<div>{{Design Disclaimer|5th Edition|<br />
:*Warning! This class has a dragon which is effectively another player character. It is limited in terms of what it can do, but you may still find this to be over powered for your game, or too much time dedicated to a single player each session.<br />
:*Warning! This class uses spellcasting which does not follow the usual conventions.}}<br />
===Dragon Ryder===<br />
<br />
The tiefling smirked at the small group of men that surrounded him. They believed they could kill him. They were quite wrong. He raised his blade, giving a mighty battle cry. The battle cry was unnecessary, but it did cause the humans to focus on him rather than his dragon, which rose from its hiding place beneath the desert sands. The men gave cries in panic as they were assaulted from both sides. And they fell with startling ease. Save for one, who attempted to stab the tiefling in hope to kill it. The tiefling wasn't having it as his movements seemed to blur. He escaped what seemed like a perfect hit, only hit his own attacks once, then twice, felling the human. The tiefling and dragon stood in the bloodbath, victorious.<br />
<br />
A gnome scowled, glaring at the book in his hand while his draconic companion lounged nearby. Turning his head, he called the dragon over, showing the book to her. After a moment, she pointed out a line he hadn't noticed. Extracting a gemstone from his robes and began muttering, waving his hands around. And promptly dumped a load of water all over his head. The gnome grumbled as the dragon broke out in laughter before providing a weak flame to dry off the absolutely soaked gnome. And the sun beamed down upon the two, peaceful resting until another adventure comes calling.<br />
<br />
The hordes were endless. The human swung her blade in huge arcs, hoping to make some space. Yet, no matter how fast she swung, no matter how large the swings, no space could be found. Nearby, the dragon who was her only, and greatest, friend struggled in a situation that mirrored her own. And then it happened. A goblin's knife tore across her back, and the world vanished. The world collapsed into darkness for a immeasurable amount of time. Then, light. She woke to see her friend, still besieged, standing beside her, urging her to her feet. She rose and together they fought on, each fighting only for the other.<br />
<br />
Dragon ryders are an elite group of warriors who fight alongside, and often on the back of, dragons. Yet, they are more. The dragons who stand by them are more than mounts or allies in battle. They are companions, friends, and family. They are the one who stand beside the ryder, when no one else will. As for the ryder, they are both warriors and mages. A unique magic dances at their fingertips, the blade sings in their hands, these are their paths. Still, there are those who choose to stand beside the one who would stand beside them. Dragon and ryder.<br />
<br />
===Creating a Dragon Ryder===<br />
You can make a Dragon Ryder quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose a martial melee weapon, a short bow with a quiver of 20 arrows, and an explorers pack. Be sure to pick a color of dragon with your DM.<br />
<br />
{{5e Class Features<br />
|name= Dragon Ryder<br />
|summary=Versatile spell caster bonded with a dragon.<br />
|hd= 8<br />
|spellcasting=<br />
|armor= light armor and shields<br />
|weapons= simple weapons and martial weapons<br />
|saves= Strength, Charisma<br />
|tools=none<br />
|skills=choose two from: Acrobatics, Animal Handling, Arcana, Athletics, Intimidation, History, Perception, Persuasion, and Survival<br />
|item1a=a martial melee weapon<br />
|item1b=two simple melee weapons<br />
|item2a=an exotic saddle (dragon)<br />
|item2b=<br />
|item3a=a short bow and a quiver with 20 arrows<br />
|item3b=3 Javelins<br />
|item4a=a Dungeoneer's Pack<br />
|item4b=an Explorer's Pack<br />
|classfeatures1=[[#Bonded Dragon|Bonded Dragon]], [[#Strained Bond|Strained Bond]]<br />
|classfeatures2=[[#Dragon Casting|Dragon Casting]]<br />
|classfeatures3=[[#Ryder's Bond|Ryder's Bond]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Dragon Prowess|Dragon Prowess]]<br />
|classfeatures6=[[#Draconic Senses|Draconic Senses]]<br />
|classfeatures7=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Adept ryder|Adept ryder]]<br />
|classfeatures10=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures11=[[#Ageless|Ageless]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Stalwart Ryder|Stalwart Ryder]]<br />
|classfeatures14=[[#Skilled ryder|Skilled ryder]]<br />
|classfeatures15=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Master Ryder|Master Ryder]]<br />
|classfeatures18=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Dragon Tutelage|Dragon Tutelage]]<br />
|extrasonleft=1<br />
|extra1_name=Energy<br />
|extra1_1=2<br />
|extra1_2=3<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
====Bonded Dragon ====<br />
At 1st level, you have a dragon whose alignment can differ by one from your own, either on the lawful/chaotic axis, or the good/evil axis. You and your dragon can communicate telepathically with each other up to a distance of one mile. You also have a lifespan equal to your dragon's and you age at half the normal rate for your race (if you age at all). If you or your dragon start making death saving throws, the other is distracted over concern for their partner. They have disadvantage on all checks, saving throws, and attack rolls not attempted to help their partner until their partner is either stabilized or dead. If either you or your dragon dies, the remaining one makes an Intelligence saving throw (DC = 8 + your dragon ryder level), if they succeed, they retain sanity, if failed, they become permanently insane (permanent madness) until their partner is resurrected. They cannot be cured of this madness through any other means except Divine intervention.<br />
<br />
Your dragon begins as a pseudodragon, always having a number of hit dice equal to your own. It becomes a wyrmling at 5th level, allowing you to re-roll your dragon's ability scores. It's maximum for any score is 20, and any time you get an ability score increase, you may also increase one of your dragon's ability scores by 2, or two of its ability scores by 1, up to its current maximum. Your dragon also gains Change Shape (See Adult Dragon) because of your bond with it.<br />
<br />
At 10th level, it becomes a young dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 22 while in dragon form. <br />
<br />
At 15th level, it becomes an adult dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 24 while in dragon form.<br />
<br />
Finally, at 20th level, it becomes an ancient dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 26 while in dragon form.<br />
<br />
Your dragon grants you 1 flex action which can be used during combat. At any point during the round, you may declare that you want to change a flex action into another type of action. A flex action can become: One Movement, One Action, One Bonus Action, or One Reaction. Your dragon shares an initiative position with you. It also consumes your actions; it doesn't have actions of it's own. When your dragon uses an action to use a breath weapon or other special ability, it costs an energy in addition to spending one of your actions. Each creature you control (including your character) may not take more than one movement each round, and may not take the same action or bonus action more than once each round.<br />
<br />
After reaching 5th level, when your dragon shifts into a humanoid form, it may have a class and racial bonuses, but it's maximum for strength, dexterity, and constitution becomes 20. It gains class levels equal to half its level (this does not include Hit Dice). If your dragon’s class allows it to cast spells, it gains access to the spell list appropriate for it’s class, but it uses it’s energy instead of spells per day, has access to the entire class spell list, and metamagic. This casting works exactly like your own. If an ability refers to your dragon's level, it's level is it's class level in this form, although it does retain your proficiency bonus.<br />
<br />
====Strained Bond====<br />
Beginning at 1st level, the new bond between you and your dragon has formed, but has unexpected side effects. Your dragon has an energy total equal to your own, as noted on the dragon ryder table. Using special abilities such as its breath weapon cost your dragon 1 energy.<br />
<br />
You and your dragon regain all spent energy after finishing a long rest.<br />
<br />
==== Dragon Casting ====<br />
At level 2, you find that you can draw on your own strength and that of your dragon to manifest magical effects.<br />
<br />
You can use your energy to cast spells, and have access to the entire sorcerer spell list. Each spell costs energy equal to its level. Your dragon can transfer energy to you as long as you are within 30 feet of each other. As a bonus action, your dragon may choose to lose any amount of energy and you gain it, up to your energy maximum.<br />
<br />
You gain a level of exhaustion any time you use energy equal to twice your level or more, at a rate of one exhaustion level per multiple of your level, after the first.<br />
<br />
Your spell threshold is equal to the highest level of spell that a sorcerer of your level could cast. Each time you cast a spell of a level above that, you gain a level of exhaustion for each spell level above your threshold.<br />
<br />
You normally use only verbal and somatic components to cast spells. When casting a spell which requires an item of a specific gold value, you may spend energy to temporarily create the required focus. This costs 1 energy for each 1,000 gp it would be worth (minimum of 1 energy).<br />
<br />
Beginning at level 2, you may also use any of the sorcerer’s metamagic options, using energy instead of sorcery points. You may use any number of metamagic options when you cast a spell, and many may be used more than once each. Options which double an aspect of your spell do not continue to double when you use them more than once, they simply add the base number again.<br />
<br />
The following metamagic options work a bit differently for you.<br />
<br />
;Distant Spell<br />
If you increase the range of a touch spell, each use increases the range of the spell by 30 feet.<br />
<br />
;Extended Spell<br />
You may spend energy equal to the level of a spell squared (minimum of 2), in order to cast it and grant a limited permanence. If you do so, the spell drains energy from you each day at dawn equal to it's casting cost (minimum of 1) until it is dispelled, dismissed, or you do not have the energy to maintain it. If you are maintaining a spell but don't have enough energy to maintain it at dawn, you spend all of your energy, losing an equal number of hit points and you stop maintaining all spells. Any creature effected by an extended spell may make a saving throw to end the spell's effects at each interval of its original duration.<br />
<br />
Limitations and notes are as follows:<br />
* A spell must have a duration greater than instantaneous to become permanent.<br />
* You may only maintain spells '''BELOW''' your threshold.<br />
* You may still only have a single concentration spell active at once.<br />
* If you stop maintaining a spell, it is dispelled/dismissed immediately.<br />
<br />
;Quickened Spell<br />
You may also use this on rituals to reduce their casting time to 1 minute. If used on a spell with a casting time of 1 minute (including a ritual already reduced to 1 minute), the casting time is reduced to 1 action, and can be further reduced to a bonus action. If you cast a spell as a ritual, it costs only the energy for the metamagic, but if you reduce the casting time of a ritual to 1 action or less, you must pay energy for the spell's level as normal.<br />
<br />
You may not use this metamagic option on spells with a casting time greater than 10 minutes.<br />
<br />
;Twinned Spell<br />
You may spend energy equal to any spell's total energy cost (after other metamagic options are applied) in order to cast it again. You may only use Twinned Spell once each time you cast a spell.<br />
<br />
==== Ryder's Bond ====<br />
At level 3, choose your Archetype from Dragon Knight, Dragon Mage, or Dragon Friend. You gain additional features and traits at 3rd level and at higher levels based on your choice.<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Dragon Prowess ====<br />
At 5th level, your speed increases by 10.<br />
==== Draconic Senses ====<br />
At 6th level, your bond with your dragon has given you draconic senses. You have advantage on Wisdom (Perception) checks.<br />
==== Adept ryder ====<br />
At 9th level, you gain the ability to store Energy in gemstones. During a short rest, you may spend any amount of energy to store that energy in a gemstone. As long as you are holding it, you may spend energy from it as though from yourself. You can't fill any gemstone with more energy than your current energy maximum.<br />
You must attune to a gemstone in order to store or use energy from it.<br />
<br />
==== Ageless ====<br />
Once you reach 11th level, your bond with your dragon seems to keep you young.<br />
<br />
You do not age. Your appearance does not change because of age and you do not grow weaker due to age. This does not stop you from dying at your normal time (this does not stop the long life you have from being a Dragon ryder).<br />
==== Stalwart Ryder ====<br />
Once you reach 13th level, it usually doesn't even phase you when dragons roar in battle.<br />
<br />
You gain advantage vs the frightened condition.<br />
<br />
==== Skilled ryder ====<br />
Once you reach 14th level, you have resistance to the same damage type as your dragon’s breath weapon.<br />
==== Master ryder ====<br />
Once you reach 17th level, and as an action, you may spend 5 energy to manifest your dragon’s breath weapon. You may not do this again until you have finished a short rest.<br />
==== Dragon Tutelage ====<br />
At 20th level, the bond between you and your dragon has grown and you have learned much from your dragon.<br />
<br />
You have a legendary action which you can use each round as a movement, an action, or a bonus action.<br />
<br />
(Legendary actions are taken after an enemy creature’s turn.)<br />
<br />
== Ryder's Bond ==<br />
=== Dragon Knight ===<br />
You have chosen to revel in the physical might of dragons. Few can hope to match a Dragon Knight.<br />
==== Draconic Strength ====<br />
At level 3, you already can feel the strength of dragons. Increase your Strength score by 2, to a maximum of 20. You also gain proficiency with medium armor.<br />
==== Extra Attack ====<br />
Once you reach 7th level, you may make an additional attack each time you take the attack action on your turn.<br />
==== Untouchable ====<br />
At level 10, you can force your body to move impossibly fast. <br />
<br />
When an enemy hits you with a melee attack, you may use your reaction to roll an Acrobatics check vs. your opponent's attack roll. If you succeed, you dodge the attack entirely. You may not use this when you are surprised or unaware of your opponent. You must complete a short rest before you can use this ability again.<br />
<br />
==== Relentless ====<br />
At level 15, you discover that when you get going, almost nothing can stop you.<br />
<br />
You have advantage on rolls vs movement impairing effects, including defensive grapple checks.<br />
<br />
==== Master of War ====<br />
After reaching 18th level, you have learned to hit hard, usually where it will do the most damage.<br />
<br />
Increase your critical threat range to 19-20.<br />
<br />
=== Dragon Mage ===<br />
The power of magic flowing through you is too great to ignore. The might of Dragon Mages is legendary, after all.<br />
==== Awakened Mind ====<br />
At level 3, your mind awakens and expands as you let energy flow through you. You gain double proficiency in arcana, even if you didn't originally have it. You also gain 2 cantrips from the sorcerer spell list.<br />
<br />
==== Magic Blade ====<br />
At level 7, you have learned to pour energy into your weapons.<br />
<br />
Whenever you attack with a weapon, you may spend an amount of energy (up to your Charisma modifier) to add damage to your weapon attack.<br />
On a hit, each energy spent adds 1d4 damage of the same type as your dragon's breath weapon. If you miss, the energy is still spent.<br />
<br />
==== Deadly Power ====<br />
At level 10, you may convert hit points into energy.<br />
<br />
As a bonus action, you may spend any number of Hit Dice. You gain energy equal to the life lost this way, up to your maximum energy.<br />
<br />
If you are holding a gemstone you have attuned, you may store additional energy (once you have reached your maximum) in the gem.<br />
<br />
==== Energy Siphon ====<br />
At level 15, you realize that it is possible to draw energy from others.<br />
<br />
As an action, you can pull energy from a target within 30 feet. The creature must succeed on a Constitution saving throw vs your spell save DC or roll a number of Hit Dice equal to your Charisma modifier, losing hit points equal to the total rolled, while you gain that much energy, up to your energy maximum.<br />
<br />
If you are holding a gemstone you have attuned, you may store additional energy (once you have reached your maximum) in the gem.<br />
<br />
==== True Magic ====<br />
At level 18, you are a true master of magic.<br />
<br />
You may spend energy to maintain concentration on a spell. By spending energy equal to half the casting cost of the spell (minimum of 1 energy), you maintain concentration with no roll required.<br />
<br />
=== Dragon Friend ===<br />
You have chosen not to follow the normal paths of power, instead choosing that of your dragon and your shared bond. Very few Dragon Friends are known or liked.<br />
==== Dragon Scales ====<br />
At level 3, you grow a thin layer of scales.<br />
<br />
Your base AC is 13 when not wearing armor. (AC = 13 + Dexterity modifier)<br />
<br />
==== Great Charge ====<br />
At level 7, you know that sometimes a brazen fool's charge is all that is needed.<br />
<br />
Whenever you travel at least 20 feet in a straight line and take the Dash action, you may make a regular attack on the enemy directly in front of you. That enemy makes a Strength save contested by your Strength check, if they fail, they are knocked prone, taking bonus bludgeoning damage equal to your Strength modifier.<br />
<br />
==== Glory's Roar ====<br />
At level 10, you know that every fight might be the last. <br />
<br />
Using your action, you make a mighty cry that reminds your allies of the glory of the fight.<br />
<br />
You and your allies within 120 feet gain advantage on attack rolls made against enemies with a Challenge Rating (CR) greater than their level or CR. This lasts a number of rounds equal to your Charisma modifier (minimum of 1). You cannot use this again until you finish a short rest.<br />
<br />
==== Frightful Presence ====<br />
Once you reach 15th level, you gain your dragon’s frightful presence. A creature that has saved against your dragon’s frightful presence is still affected by yours, and vice versa, until they have saved against both.<br />
==== Last Stand ====<br />
Once you reach 18th level, if you or your dragon are reduced to 0 hit points, you (or your dragon) automatically succeed on your first saving throw vs death.<br />
<br />
The conscious party (you or your dragon) may use a bonus action to touch the unconscious partner and grant them advantage on their next saving throw vs death.<br />
<br />
=== Multiclassing ===<br />
'''Multiclassing Effects.''' If you multiclass to another class that has spellcasting, reduce your energy to 1/Dragon Ryder level, and your dragon's with it.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Dragon ryder class, you must meet these prerequisites: Charisma score of 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon ryder class, you gain the following proficiencies:none<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
{{Copyright Disclaimer|owner=Christopher Paolini|franchise=Inheritance Cycle}}<br />
<br />
; Built for use with the [[Voidhaven (5e Campaign Setting)|Voidhaven]] campaign setting.</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Spellsyphon_(5e_Equipment)&diff=1276798Spellsyphon (5e Equipment)2020-02-01T19:58:28Z<p>Zibby: /* Spellsyphon */</p>
<hr />
<div>==Spellsyphon==<br />
''90,000 - 200,000 GP''<br />
<br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Spellsyphon<br />
|type=Vehicle<br />
|rarity=Legendary<br />
|attunement=Some abilities require attunement by a creature with one or more spell slots<br />
|description=Spellsyphon - May be attuned by a creature with spell slots.<br />
<br />
This small ship looks much like a sailing ship with arcane engines instead of sails. While a creature is attuned to the helm, the ship itself creates a pocket of breathable air that extends 20 feet out from the vessel in all directions and travels with it, as well as gravity oriented to the decks.<br />
}}<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!<!--link to an image--><br />
|-<br />
|<!--image caption--><br />
|}<br />
<br />
{| class="5e"<br />
|+ Vehicle Stat Block<br />
! STR !! DEX !! CON !! INT !! WIS !! CHA<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14 (+2) || 16 (+3) || 12 (+1) || 0 || 0 || 0<br />
|}<br />
<br />
;Creature Capacity<br />
7 Crew, 20 passengers<br />
<br />
;Cargo Capacity<br />
1 ton of goods<br />
<br />
;Damage Immunities<br />
poison, psychic, necrotic<br />
<br />
;Condition Immunities<br />
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious<br />
<br />
===Hull (1, 15,000 GP)===<br />
Gargantuan vehicle (50 ft. by 20 ft.)<br />
Armor Class 15<br />
<br />
Hit Points 250<br />
<br />
Damage Threshold 15 (each instance of 15 damage or less is negated, all others deal damage as normal)<br />
<br />
===Spellsyphon Helm (1, 50,000 GP)===<br />
Armor Class 16<br />
<br />
Hit Points 50, three-quarters cover if the hull has at least half its total hit points (otherwise no cover).<br />
<br />
Use an action to use one movement ability of the syphon engine, spending both the movement and reaction of the vessel. If a creature is attuned to the vessel, another creature may only use the helm if the attuned creature allows it, is unconscious, or is otherwise incapacitated.<br />
A creature that is attuned to the spellsyphon can use the helm from anywhere on the ship. If the helm is destroyed, the vessel can’t turn or change speed.<br />
<br />
;Active Shield:<br />
As a reaction, spend a spell slot to power the shields, granting a +5 AC to the vessel and it's components for a number of rounds equal to the level of spell slot spent.<br />
<br />
===Syphon Engines (1 - 2, 25,000 GP/ea)===<br />
Armor Class 18<br />
<br />
Hit Points 100, full cover if the hull has at least half its total hit points (otherwise no cover).<br />
<br />
;Spell Syphon:<br />
As an action, fuel the syphon engine by touching it and expending a spell slot of any level. The engine’s syphon level is equal to the spell slot spent, and lasts one hour per level of spell slot or until another spell slot is syphoned into the engine, replacing the current one and renewing the duration appropriate for the new spell slot. When a syphoned spell slot runs out, that engine returns to standby, granting only base speed. If all engines are destroyed, the vessel immediately crashes.<br />
<br />
;Tactical Speed (air/space):<br />
Speed of up to 10 ft. per engine + 10 ft. per engine syphon level with up to one 90 degree turn per round.<br />
<br />
;Tactical Speed (water):<br />
Speed of up to 10 ft. per engine + 5 ft. per engine syphon level with up to one 90 degree turn per round.<br />
<br />
;Cruising Speed (air/space):<br />
Speed of up to 10 mph per engine, up to one 45 degree turn per minute.<br />
<br />
;Plane shift (space):<br />
Spend a total of 7 or more spell levels using one or two spell slots. Transport the vessel as the spell plane shift, but the whole ship and its contents are transported instead of you and up to eight willing creatures. You must be in space to use plane shift, and you must travel to the space near another plane. You can instead transport to or from a teleportation circle if the circles are specially created big enough for the ship.<br />
<br />
===Arcane Cannons (0 - 6, 10,000 GP/ea) ===<br />
Armor Class 15<br />
<br />
Hit Points 75 each, half cover if the hull has at least half its total hit points (otherwise no cover).<br />
<br />
;Ranged Spell Attack:<br />
Range 250/1,000 ft., one target.<br />
<br />
You may power an arcane cannon as you would an engine, with each engine having it's own syphon level equal to the level of spell slot used.<br />
Hit: 1d6 per engine + d6 per syphon level force damage.<br />
<br />
===Shield Projector (0 - 1, 25,000 GP) ===<br />
Armor Class 20<br />
<br />
Hit Points 100, full cover if the hull has at least half its total hit points (otherwise half cover).<br />
<br />
;The shield projector grants a maximum number of Temporary Hit Points to the Hull of the vessel up to ten times the current total syphon level of all powered components. If the syphon level decreases, the maximum number of Temporary Hit Points decreases as well. Each time a spell slot is syphoned into the shield projector or another component, the Temporary Hit Points increase by ten times the level of spell slot syphoned (they are not replaced as usual).<br />
<br />
If another source would grant temporary Hit Points to the hull of the spell syphon, the creature that is attuned to the helm may choose which source to keep the temporary Hit Points from. If no creature is attuned to the ship, the caster chooses.<br />
<br />
As long as the hull has temporary Hit Points, The shield projector grants a +2 bonus to the AC of the hull and each other attached module.<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Mounts and Vehicles|Magic Mounts and Vehicles]][[Category:User]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Voidhaven_(5e_Campaign_Setting)&diff=1276797Voidhaven (5e Campaign Setting)2020-02-01T19:54:40Z<p>Zibby: /* Campaign Setting Information */</p>
<hr />
<div>{{WIP}}<br />
{{Campaign Setting Rating|3}}<br />
<br />
= Voidhaven =<br />
<br />
The world breathed a collective sigh of relief as the void was pushed back and sealed off from the plane. The portals which had opened in the chaos closed, but those who had travelled through them would have to make a new home here or find their own way back. Elves, humans, dwarves, orcs, and more had travelled here. Some on purpose, others by accident, and just a few by force. These last gained true power on the journey; enough to contend with the Ancients themselves.<br />
<br />
== Campaign Setting Information ==<br />
<br />
{| class="column" style="width: 100%;" cellspacing="0" cellpadding="0"<br />
|-<br />
| style="width: 33%;" |<br />
'''<BIG>Players Guide</BIG><br />
<br />
;[[5e Classes (Voidhaven Supplement)|Classes]]<br />
:A quick look at how classes fit into the world and what roles they commonly find themselves in, intended as a supplement for existing player's handbook information<br />
:*[[Dragon Ryder, Variant (5e Class)|Class: '''Dragon Ryder''']]<br />
:*[[Mage (5e Class)|Class: '''Mage''']]<br />
:*[[Spellweaver (5e Class)|Class: '''Spellweaver''']]<br />
:*[[Zealot (5e Class)|Class: '''Zealot''']]<br />
<br />
;[[5e Equipment (Voidhaven Supplement)|Equipment]]<br />
:Magical items; crafting, and disenchanting<br />
<br />
:*[[Creating Equipment and Magic Items (Voidhaven Supplement)|Item Creation and Disenchanting]]<br />
<br />
;[[Magic (Voidhaven Supplement)|Magic & Technology]]<br />
: The magic and technology of Voidhaven.<br />
:*[[Spellsyphon (5e Equipment)|Vehicle: '''Spellsyphon''']]<br />
<br />
;[[Races (Voidhaven Supplement)|Races]]<br />
:Descriptions of how the various races figure into the world of Voidhaven and what place they have assumed in the geography and society<br />
:*[[Nökken (5e Race)|Race: '''Nökken''']]<br />
:*[[Clockwork (5e Race Variant)|Race: '''Clockwork''']]<br />
;[[Religion (Voidhaven Supplement)|Religion]]<br />
:An examination of the Voidhaven pantheon(s) of gods, their common appearances, their attributions, their practices of worship and how they commonly interact with the world<br />
<br />
:*[[The Greater and Lesser Gods (5e MyDeity)|Greater and Lesser Gods]]<br />
:*[[The Younger and Older Gods (5e MyDeity)|Younger and Older Gods]]<br />
:*[[The Ancients(5e MyDeity)|The Ancients]]<br />
<br />
| style="width: 33%;" |<br />
'''<big>World of Voidhaven</big>'''<br />
<br />
;[[Time and History (Voidhaven Supplement)|Time and History]]<br />
:The broad history of Voidhaven, divided into general eras. For DM purposes, these are (will be) where to find all relevant information for a game in voidhaven, divided into ages based on when your game takes place.<br />
:*[[Age of Clans (Voidhaven supplement)|Age of Clans]]<br />
:*[[Imperial Age (Voidhaven supplement)|Imperial Age]]<br />
:*[[Clockwork Age (Voidhaven supplement)|Clockwork Age]]<br />
:*[[Apocalypse (Voidhaven supplement)|Apocalypse]]<br />
<br />
| style="width: 34%;" |<br />
'''<BIG>Dungeon Master's Guide</BIG><br />
<br />
;[[About (Voidhaven Supplement)|About]]<br />
:A general explanation of Voidhaven and the general world building mindset, along with various outside resources and examples to use as references in developing a campaign or understanding the world.<br />
<br />
;[[5e Artifacts (Voidhaven Supplement)|Artifacts]]<br />
:Artifacts of great power and importance<br />
;[[Variant Rules (Voidhaven Supplement)|Variant Rules]]<br />
: Use whatever optional rules you want, honestly. I suggest these ones.<br />
:*[[Useful Materials (5e Variant Rule)|Useful Materials]]<br />
:*[[Making Contacts (5e Variant Rule)|Making Contacts]]<br />
:*[[Partial Armor (5e Variant Rule)|Partial Armor]]<br />
:*[[Multiple Characters (5e Variant Rule)|Multiple Characters]]<br />
:*[[Creating Equipment and Magic Items (Voidhaven Supplement)|Creating Equipment and Magic Items]]<br />
----<br />
{{5e Campaign Settings Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:Voidhaven]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Mord_Sith_(5e_Subclass)&diff=1276748Mord Sith (5e Subclass)2020-02-01T12:41:28Z<p>Zibby: /* Coming of Age */</p>
<hr />
<div>===Mord Sith===<br />
Mord Sith is a roguish subclass. For continuity of the originating material, any Mord Sith should be a female of their race with no (known) living parents or siblings.<br />
<br />
====Coming of Age====<br />
She had been tortured to death countless times only to be brought back again and again. Once broken, she was forced to watch them do the same to her mother. After they had broken her mother, she watched them kill her slowly for two days. Then they brought her father and for the first time, she intentionally inflicted pain.<br />
<br />
She tortured him first because it was commanded, then because he had allowed this to happen to her, then because she took joy in causing him pain. Finally, she killed him because she simply wished him dead after the week or more of torture he had suffered by her own hand.<br />
<br />
Both of her parents are dead now, and her compassion with them. Mercy is granted only by the week. The only things that matter are obedience and pain. Mostly just pain.<br />
<br />
;Agiel<br />
Beginning when you choose the Mord Sith subclass at 3rd level, you are given the same agiel that was used to torture you, your mother, and finally your father; the weapon of the Mord Sith. A leather baton no larger than a dagger, the weapon looks nearly harmless, but causes severe pain to any who touch it.<br />
<br />
A simple, light melee weapon with the finesse property, the agiel deals 1d4 bludgeoning damage. Once per round when you hit with an agiel, you may inflict necrotic damage equal to your proficiency modifier on yourself in order to deal 1d10 bonus necrotic damage. A successful Constitution saving throw vs. the agiel DC reduces this necrotic damage by half.<br />
<br />
Your agiel's necrotic damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
Agiel DC = 8 + Proficiency bonus + Charisma modifier.<br />
<br />
If a creature other than you holds your agiel, it must succeed on a Constitution saving throw vs. your agiel DC at the beginning of its turn or it spends a hit die, losing hit points equal to the total rolled. If a creature runs out of hit dice this way or has none to spend, they drop the agiel and suffer it's necrotic damage with no save allowed.<br />
<br />
You may craft another agiel using blood, fine hardwood, and leather worth a total of 100 gp. You may have no more than two agiels. Making a third will cause the one that is the furthest from you to lose its power.<br />
<br />
;Visage of Pain<br />
You are the very image of pain.<br />
<br />
Beginning at 3rd level, when donning leather or studded leather armor you may choose to add your Proficiency bonus instead of your Dexterity modifier to your AC until you remove your armor. If you do, you may add your Proficiency bonus to the bludgeoning damage dealt by your agiel while you wear the armor.<br />
<br />
;Torture Tools<br />
By 9th level, you have perfected the art of torture.<br />
<br />
When you make a Deception or Intimidation check accompanied by a hit with your Agiel, you may inflict necrotic damage equal to your proficiency modifier on yourself in order to add the weapon damage <br />
(bludgeoning damage, not necrotic) to your check. Additionally, any time you attack with a finesse weapon you may choose to deal non-lethal damage, leaving a creature stable but unconscious at 0 Hit Points.<br />
<br />
;Turn Arcane<br />
Beginning at 13th level, you may stop or even turn magic by sheer force of will. If a creature within 120ft casts a spell which targets you or includes you in it's area of effect, you may use your reaction to make a Constitution saving throw vs the caster's spell save DC. A success counters the spell and causes you damage equal to the level of the spell slot spent to cast it. If you roll a natural 20, you take no damage and may choose a new target or targets for the spell as though you had cast the spell yourself using the spellcasting stats of the original caster.<br />
<br />
;Breath of Life<br />
Beginning at 17th level, you may use an action to touch a creature that has died within the last 24 hours and breath life into it once again. The creature returns to life with half their maximum Hit Points as long as the creature's body can still sustain life with some minor healing/closing of wounds. The creature need not be willing, but the soul must be able to return.<br />
<br />
You may use this ability again after completing a long rest.<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
{{Copyright Disclaimer|owner=Terry Goodkind|franchise=The Sword of Truth}}<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Rogue]]</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Mage_(5e_Class)&diff=1259660Mage (5e Class)2020-01-15T19:42:12Z<p>Zibby: /* Tricks of the Trade */</p>
<hr />
<div>==Mage==<br />
<br />
Mages are often eager and impatient to become the powerful master of the arcane they believe themselves to be. Beginning early, they pursue reckless powers with occasionally devastating effect, often using what little actual knowledge they have for flavor and utility.<br />
<br />
===Creating a Mage===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
==Want to use magic but don't have the patience?==<!--Questions to help player develop character--><br />
<br />
Mages are spellcasters that often don't have the time or patience to prepare spells every day but lack the innate abilities of a sorcerer. By creating a shortcut to actual memorization, they store a limited number of spells in their mind as a sorcerer would, but also keep the spell effectively "prepared" in a focus. This way they only need a small gesture or word to finish the given spell and don't have to keep track of as much knowledge at once, allowing for free time like no wizard will ever know!<br />
<br />
{{5e Class Features<br />
|name= Mage<br />
|summary=Mages are spellcasters that often don't have the time or patience to prepare spells every day but lack the innate abilities of a sorcerer. <br />
|hd= 6<!--Hit Die (4, 6, 8, 10 or 12)--><br />
|spellcasting=full<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= Light Armor<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools= <br />
|saves= Charisma, Dexterity<br />
|skills= Choose two<br />
|item1a=a dagger<br />
|item1b=a quarterstaff<br />
|item2a=a dungeoneer's pack<br />
|item2b=an explorer's pack<br />
|item3a=an arcane focus<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Spellcasting, Arcane Bolt<br />
|classfeatures2=Practice Makes Perfect<br />
|classfeatures3=Tricks of The Trade Feature<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6=Practice Makes Perfect<br />
|classfeatures7=Tricks of The Trade Feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Tricks of The Trade Feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Tricks of The Trade Feature<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=Tricks of The Trade Feature<br />
|classfeatures18=Efficient Spell<br />
|classfeatures19=<br />
|classfeatures20=Permanency<br />
<br />
|extrasonleft=2<br />
|extra1_name=Spells Known<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=7<br />
|extra1_14=7<br />
|extra1_15=8<br />
|extra1_16=8<br />
|extra1_17=9<br />
|extra1_18=9<br />
|extra1_19=9<br />
|extra1_20=9<br />
<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=4<br />
|extra2_7=5<br />
|extra2_8=5<br />
|extra2_9=5<br />
|extra2_10=6<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=7<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=9<br />
|extra2_20=9<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
==== Spellcasting ====<br />
<br />
As a student of magic... you gave up using your spellbook years ago. You can snap your fingers and do magic, what use is a dusty old tome? You can figure the rest out as you go. <br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips which you may choose from the bard, sorcerer, warlock, or wizard spell lists. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.<br />
<br />
;Casting Spells<br />
The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
You prepare each spell only once, imbuing it into your focus. An effective shortcut around the age-old practice of preparing spells each morning, you can cast each as many times as your spell slots will allow.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain access to a new level of spell, you learn a single spell chosen from the bard, sorcerer, warlock, or wizard spell list of the appropriate level.<br />
<br />
Much like a wizard writing spells in their spell book, you may use scrolls or other tomes you find along your way to change the imbued spells in your focus, but your focus may only carry one spell of each level.<br />
<br />
;Spellcasting Ability<br />
You use Charisma as your spellcasting ability for your Mage spells, since the power of your spells relies on your ability to project your will into the world. You use your {{5a|cha}} whenever a spell calls for your spellcasting ability. In addition, you use your {{5a|cha}} modifier when setting the saving throw DC for a mage spell cast and for setting an attack roll for one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use an Arcane Focus as a spellcasting focus (See PH page 150) for your mage spells.<br />
<br />
==== Arcane Bolt====<br />
Your signature and masterpiece.<br />
<br />
At 1st level, you gain Arcane Bolt as a bonus spell which you may cast without using a spell slot. For purposes of Counterspell etc, this spell's level is equal to your proficiency bonus.<br />
<br />
Casting time: 1 action<br />
<br />
Range: 120 feet<br />
<br />
Components: Somatic<br />
<br />
Duration: Instantaneous<br />
<br />
Make a spell attack against a creature you can see within range. The target has to make a dexterity saving throw on a hit, Arcane Bolt deals a number of damage dice to the target equal to your proficiency bonus. Each time you cast Arcane Bolt, choose a unique damage type among acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. You must complete a short or long rest before you can cast arcane bolt with the same damage type again.<br />
<br />
Starting at 1st level, roll d6 for damage. Increase the damage die size by one at 6th (d8), 11th (d10) , and 15th level (d12).<br />
<br />
==== Imbuing and Casting Spells====<br />
The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
You prepare each spell only once, imbuing it into your focus. As an effective shortcut around the age-old practice of preparing spells each morning, you can cast each as many times as your spell slots will allow.<br />
<br />
When you find a spell of 1st level or higher of a spell list you can imbue, if it is of a level for which you have a spell already imbued you can spare the time to decipher and prepare it in place of your current spell of the same level. This process involves deciphering the written spell and the channeling of magic between your focus and the object in which the found spell is inscribed. You perform the ritual over the course of 1 hour, which can be done during a short rest. At the ritual's completion, you have imbued the found spell in your focus and can cast it as such. The source of the inscribed spell (scroll, spellbook, etc.) now contains the spell that you had prepared previously, no longer imbued.<br />
<br />
==== Practice Makes Perfect====<br />
You have been figuring things out on your own ever since you abandoned your spellbook, and you've got a good method now.<br />
<br />
At 2nd level, choose a skill or a tool. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.<br />
<br />
At 6th level, you can choose another skill or a tool proficiency to gain this benefit.<br />
<br />
==== Tricks of the Trade====<br />
Not being up to the usual study of schools and books, the Mage sets about a different means of getting by. Picking and choosing to find the best path for themselves.<br />
<br />
At 3rd, 7th, 10th, 14th, and 17th levels, a Mage may gain a feature of any other subclass as long as a character of that subclass could do so at that level or lower, and can ignore any other prerequisites associated to attaining the feature.<br />
<br />
A feature which grants access to a single spell automatically grants it as a bonus spell. You must still have your focus in order to cast such a spell.<br />
<br />
A feature which grants access to more than one spell (Warlock patron spells, druid circle spells, etc) does not grant bonus spells, but if you choose such a feature you may choose from the spells it provides when learning spells of a new level.<br />
<br />
Features which go off of levels in a class are substituted with levels in mage and progress as normal. <br />
<br />
Alternatively, you can take feats instead of taking features. You must still meet the prerequisites of these feats.<br />
<br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Efficient Spell====<br />
At 18th level, casting some spells has simply become second nature.<br />
<br />
When imbuing your focus, you may now have up to two spells that are reduced by one spell level. Each of those spells counts as being one spell level lower for figuring which spell slot to spend when casting it, but not for what spells you know. <br />
<br />
If done on a 1st level spell, the spell becomes a cantrip that takes no slot or material components unless the spell is cast at higher levels for increased effect. Reducing a 1st level spell to a cantrip is permanent, as cantrips cannot be unlearned.<br />
<br />
==== Permanency====<br />
You have been imbuing spells in your focus for so long that you don't even have to think about it much to get the magic flowing.<br />
<br />
At 20th level, you may cast a spell which requires concentration and keep it permanent without concentrating. Alternatively, you can cast any spell which targets yourself and keep it permanent with the same conditions. Any condition that would end the spell other than time or concentration will still end it. If the spell would be forcibly dispelled or negated through means such as Counterspell or Dispel Magic, your opponent must roll for success no matter what level of spell slot they used to counter or dispel, if the spell slot your opponent used to counter or dispell your spell is equal to or lower than the spell level, the roll is made with disadvantage. The DC for your permanent spell equals 12 + the spell’s level. If the spell would be suppressed, such as by an Antimagic Field, You may roll vs. your spellsave DC using your spellcasting modifier. On a success, the spell is not suppressed and cannot be suppressed for 1 minute.<br />
<br />
You may only have one permanent spell active at a time. Casting a second permanent spell ends the first.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Mage class, you must meet these prerequisites: Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Mage class, you gain the following proficiencies: Light Armor,Simple Weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
;Built for use with the [[Voidhaven (5e Campaign Setting)|Voidhaven]] campaign setting.</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=Dragon_Ryder,_Variant_(5e_Class)&diff=1257573Dragon Ryder, Variant (5e Class)2020-01-09T16:11:53Z<p>Zibby: /* Awakened Mind */</p>
<hr />
<div>{{Design Disclaimer|5th Edition|<br />
:*Warning! This class has a dragon which is effectively another player character. It is limited in terms of what it can do, but you may still find this to be over powered for your game, or too much time dedicated to a single player each session.<br />
:*Warning! This class uses spellcasting which does not follow the usual conventions.}}<br />
===Dragon Ryder===<br />
<br />
The tiefling smirked at the small group of men that surrounded him. They believed they could kill him. They were quite wrong. He raised his blade, giving a mighty battle cry. The battle cry was unnecessary, but it did cause the humans to focus on him rather than his dragon, which rose from its hiding place beneath the desert sands. The men gave cries in panic as they were assaulted from both sides. And they fell with startling ease. Save for one, who attempted to stab the tiefling in hope to kill it. The tiefling wasn't having it as his movements seemed to blur. He escaped what seemed like a perfect hit, only hit his own attacks once, then twice, felling the human. The tiefling and dragon stood in the bloodbath, victorious.<br />
<br />
A gnome scowled, glaring at the book in his hand while his draconic companion lounged nearby. Turning his head, he called the dragon over, showing the book to her. After a moment, she pointed out a line he hadn't noticed. Extracting a gemstone from his robes and began muttering, waving his hands around. And promptly dumped a load of water all over his head. The gnome grumbled as the dragon broke out in laughter before providing a weak flame to dry off the absolutely soaked gnome. And the sun beamed down upon the two, peaceful resting until another adventure comes calling.<br />
<br />
The hordes were endless. The human swung her blade in huge arcs, hoping to make some space. Yet, no matter how fast she swung, no matter how large the swings, no space could be found. Nearby, the dragon who was her only, and greatest, friend struggled in a situation that mirrored her own. And then it happened. A goblin's knife tore across her back, and the world vanished. The world collapsed into darkness for a immeasurable amount of time. Then, light. She woke to see her friend, still besieged, standing beside her, urging her to her feet. She rose and together they fought on, each fighting only for the other.<br />
<br />
Dragon ryders are an elite group of warriors who fight alongside, and often on the back of, dragons. Yet, they are more. The dragons who stand by them are more than mounts or allies in battle. They are companions, friends, and family. They are the one who stand beside the ryder, when no one else will. As for the ryder, they are both warriors and mages. A unique magic dances at their fingertips, the blade sings in their hands, these are their paths. Still, there are those who choose to stand beside the one who would stand beside them. Dragon and ryder.<br />
<br />
===Creating a Dragon Ryder===<br />
You can make a Dragon Ryder quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose a martial melee weapon, a short bow with a quiver of 20 arrows, and an explorers pack. Be sure to pick a color of dragon with your DM.<br />
<br />
{{5e Class Features<br />
|name= Dragon Ryder<br />
|summary=Versatile spell caster bonded with a dragon.<br />
|hd= 8<br />
|spellcasting=<br />
|armor= light armor and shields<br />
|weapons= simple weapons and martial weapons<br />
|saves= Strength, Charisma<br />
|tools=none<br />
|skills=choose two from: Acrobatics, Animal Handling, Arcana, Athletics, Intimidation, History, Perception, Persuasion, and Survival<br />
|item1a=a martial melee weapon<br />
|item1b=two simple melee weapons<br />
|item2a=an exotic saddle (dragon)<br />
|item2b=<br />
|item3a=a short bow and a quiver with 20 arrows<br />
|item3b=3 Javelins<br />
|item4a=a Dungeoneer's Pack<br />
|item4b=an Explorer's Pack<br />
|classfeatures1=[[#Bonded Dragon|Bonded Dragon]], [[#Strained Bond|Strained Bond]]<br />
|classfeatures2=[[#Dragon Casting|Dragon Casting]]<br />
|classfeatures3=[[#Ryder's Bond|Ryder's Bond]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Dragon Prowess|Dragon Prowess]]<br />
|classfeatures6=[[#Draconic Senses|Draconic Senses]]<br />
|classfeatures7=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Adept ryder|Adept ryder]]<br />
|classfeatures10=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures11=[[#Ageless|Ageless]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Stalwart Ryder|Stalwart Ryder]]<br />
|classfeatures14=[[#Skilled ryder|Skilled ryder]]<br />
|classfeatures15=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Master Ryder|Master Ryder]]<br />
|classfeatures18=[[#Ryder's Bond|Ryder's Bond Feature]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Dragon Tutelage|Dragon Tutelage]]<br />
|extrasonleft=1<br />
|extra1_name=Energy<br />
|extra1_1=2<br />
|extra1_2=3<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
====Bonded Dragon ====<br />
At 1st level, you have a dragon whose alignment can differ by one from your own, either on the lawful/chaotic axis, or the good/evil axis. You and your dragon can communicate telepathically with each other up to a distance of one mile. You also have a lifespan equal to your dragon's and you age at half the normal rate for your race (if you age at all). If you or your dragon start making death saving throws, the other is distracted over concern for their partner. They have disadvantage on all checks, saving throws, and attack rolls not attempted to help their partner until their partner is either stabilized or dead. If either you or your dragon dies, the remaining one makes an Intelligence saving throw (DC = 8 + your dragon ryder level), if they succeed, they retain sanity, if failed, they become permanently insane (permanent madness) until their partner is resurrected. They cannot be cured of this madness through any other means except Divine intervention.<br />
<br />
Your dragon begins as a pseudodragon, always having a number of hit dice equal to your own. It becomes a wyrmling at 5th level, allowing you to re-roll your dragon's ability scores. It's maximum for any score is 20, and any time you get an ability score increase, you may also increase one of your dragon's ability scores by 2, or two of its ability scores by 1, up to its current maximum. Your dragon also gains Change Shape (See Adult Dragon) because of your bond with it.<br />
<br />
At 10th level, it becomes a young dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 22 while in dragon form. <br />
<br />
At 15th level, it becomes an adult dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 24 while in dragon form.<br />
<br />
Finally, at 20th level, it becomes an ancient dragon, gaining traits, actions, and size (in dragon form). You may increase one of its ability scores by 2, or two of its ability scores by 1. It's maximum for any score increases to 26 while in dragon form.<br />
<br />
Your dragon grants you 1 flex action which can be used during combat. At any point during the round, you may declare that you want to change a flex action into another type of action. A flex action can become: One Movement, One Action, One Bonus Action, or One Reaction. Your dragon shares an initiative position with you. It also consumes your actions; it doesn't have actions of it's own. When your dragon uses an action to use a breath weapon or other special ability, it costs an energy in addition to spending one of your actions. Each creature you control (including your character) may not take more than one movement each round, and may not take the same action or bonus action more than once each round.<br />
<br />
After reaching 5th level, when your dragon shifts into a humanoid form, it may have a class and racial bonuses, but it's maximum for strength, dexterity, and constitution becomes 20. It gains class levels equal to half its level (this does not include Hit Dice). If your dragon’s class allows it to cast spells, it gains access to the spell list appropriate for it’s class, but it uses it’s energy instead of spells per day, has access to the entire class spell list, and metamagic. This casting works exactly like your own. If an ability refers to your dragon's level, it's level is it's class level in this form, although it does retain your proficiency bonus.<br />
<br />
====Strained Bond====<br />
Beginning at 1st level, the new bond between you and your dragon has formed, but has unexpected side effects. Your dragon has an energy total equal to your own, as noted on the dragon ryder table. Using special abilities such as its breath weapon cost your dragon 1 energy.<br />
<br />
You and your dragon regain all spent energy after finishing a long rest.<br />
<br />
==== Dragon Casting ====<br />
At level 2, you find that you can draw on your own strength and that of your dragon to manifest magical effects.<br />
<br />
You can use your energy to cast spells, and have access to the entire sorcerer spell list. Each spell costs energy equal to its level. Your dragon can transfer energy to you as long as you are within 30 feet of each other. As a bonus action, your dragon may choose to lose any amount of energy and you gain it, up to your energy maximum.<br />
<br />
You gain a level of exhaustion any time you use energy equal to twice your level or more, at a rate of one exhaustion level per multiple of your level, after the first.<br />
<br />
Your spell threshold is equal to the highest level of spell that a sorcerer of your level could cast. Each time you cast a spell of a level above that, you gain a level of exhaustion for each spell level above your threshold.<br />
<br />
You normally use only verbal and somatic components to cast spells. When casting a spell which requires an item of a specific gold value, you may spend energy to temporarily create the required focus. This costs 1 energy for each 1,000 gp it would be worth (minimum of 1 energy).<br />
<br />
Beginning at level 2, you may also use any of the sorcerer’s metamagic options, using energy instead of sorcery points. You may use any number of metamagic options when you cast a spell, and many may be used more than once each. Options which double an aspect of your spell do not continue to double when you use them more than once, they simply add the base number again.<br />
<br />
The following metamagic options work a bit differently for you.<br />
<br />
;Distant Spell<br />
If you increase the range of a touch spell, each use increases the range of the spell by 30 feet.<br />
<br />
;Extended Spell<br />
You may spend energy equal to the level of a spell squared (minimum of 2), in order to cast it and grant a limited permanence. If you do so, the spell drains energy from you each day at dawn equal to it's casting cost (minimum of 1) until it is dispelled, dismissed, or you do not have the energy to maintain it. If you are maintaining a spell but don't have enough energy to maintain it at dawn, you spend all of your energy, losing an equal number of hit points and you stop maintaining all spells. Any creature effected by an extended spell may make a saving throw to end the spell's effects at each interval of its original duration.<br />
<br />
Limitations and notes are as follows:<br />
* A spell must have a duration greater than instantaneous to become permanent.<br />
* You may only maintain spells '''BELOW''' your threshold.<br />
* You may still only have a single concentration spell active at once.<br />
* If you stop maintaining a spell, it is dispelled/dismissed immediately.<br />
<br />
;Quickened Spell<br />
You may also use this on rituals to reduce their casting time to 1 minute. If used on a spell with a casting time of 1 minute (including a ritual already reduced to 1 minute), the casting time is reduced to 1 action, and can be further reduced to a bonus action. If you cast a spell as a ritual, it costs only the energy for the metamagic, but if you reduce the casting time of a ritual to 1 action or less, you must pay energy for the spell's level as normal.<br />
<br />
You may not use this metamagic option on spells with a casting time greater than 10 minutes.<br />
<br />
;Twinned Spell<br />
You may spend energy equal to any spell's total energy cost (after other metamagic options are applied) in order to cast it again. You may only use Twinned Spell once each time you cast a spell.<br />
<br />
Your dragon also gives you the knowledge and skill to cast certain types of magic at will. You have a number of sorcerer cantrips equal to the amount a sorcerer of your level has.<br />
<br />
==== Ryder's Bond ====<br />
At level 3, choose your Archetype from Dragon Knight, Dragon Mage, or Dragon Friend. You gain additional features and traits at 3rd level and at higher levels based on your choice.<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Dragon Prowess ====<br />
At 5th level, your speed increases by 10.<br />
==== Draconic Senses ====<br />
At 6th level, your bond with your dragon has given you draconic senses. You have advantage on Wisdom (Perception) checks.<br />
==== Adept ryder ====<br />
At 9th level, you gain the ability to store Energy in gemstones. During a short rest, you may spend any amount of energy to store that energy in a gemstone. As long as you are holding it, you may spend energy from it as though from yourself. You can't fill any gemstone with more energy than your current energy maximum.<br />
You must attune to a gemstone in order to store or use energy from it.<br />
<br />
==== Ageless ====<br />
Once you reach 11th level, your bond with your dragon seems to keep you young.<br />
<br />
You do not age. Your appearance does not change because of age and you do not grow weaker due to age. This does not stop you from dying at your normal time (this does not stop the long life you have from being a Dragon ryder).<br />
==== Stalwart Ryder ====<br />
Once you reach 13th level, it usually doesn't even phase you when dragons roar in battle.<br />
<br />
You gain advantage vs the frightened condition.<br />
<br />
==== Skilled ryder ====<br />
Once you reach 14th level, you have resistance to the same damage type as your dragon’s breath weapon.<br />
==== Master ryder ====<br />
Once you reach 17th level, and as an action, you may spend 5 energy to manifest your dragon’s breath weapon. You may not do this again until you have finished a short rest.<br />
==== Dragon Tutelage ====<br />
At 20th level, the bond between you and your dragon has grown and you have learned much from your dragon.<br />
<br />
You have a legendary action which you can use each round as a movement, an action, or a bonus action.<br />
<br />
(Legendary actions are taken after an enemy creature’s turn.)<br />
<br />
== Ryder's Bond ==<br />
=== Dragon Knight ===<br />
You have chosen to revel in the physical might of dragons. Few can hope to match a Dragon Knight.<br />
==== Draconic Strength ====<br />
At level 3, you already can feel the strength of dragons. Increase your Strength score by 2, to a maximum of 20. You also gain proficiency with medium armor.<br />
==== Extra Attack ====<br />
Once you reach 7th level, you may make an additional attack each time you take the attack action on your turn.<br />
==== Untouchable ====<br />
At level 10, you can force your body to move impossibly fast. <br />
<br />
When an enemy hits you with a melee attack, you may use your reaction to roll an Acrobatics check vs. your opponent's attack roll. If you succeed, you dodge the attack entirely. You may not use this when you are surprised or unaware of your opponent. You must complete a short rest before you can use this ability again.<br />
<br />
==== Relentless ====<br />
At level 15, you discover that when you get going, almost nothing can stop you.<br />
<br />
You have advantage on rolls vs movement impairing effects, including defensive grapple checks.<br />
<br />
==== Master of War ====<br />
After reaching 18th level, you have learned to hit hard, usually where it will do the most damage.<br />
<br />
Increase your critical threat range to 19-20.<br />
<br />
=== Dragon Mage ===<br />
The power of magic flowing through you is too great to ignore. The might of Dragon Mages is legendary, after all.<br />
==== Awakened Mind ====<br />
At level 3, your mind awakens and expands as you let energy flow through you. You gain double proficiency in arcana, even if you didn't originally have it. You also gain 2 cantrips from the sorcerer spell list.<br />
<br />
==== Magic Blade ====<br />
At level 7, you have learned to pour energy into your weapons.<br />
<br />
Whenever you attack with a weapon, you may spend an amount of energy (up to your Charisma modifier) to add damage to your weapon attack.<br />
On a hit, each energy spent adds 1d4 damage of the same type as your dragon's breath weapon. If you miss, the energy is still spent.<br />
<br />
==== Deadly Power ====<br />
At level 10, you may convert hit points into energy.<br />
<br />
As a bonus action, you may spend any number of Hit Dice. You gain energy equal to the life lost this way, up to your maximum energy.<br />
<br />
If you are holding a gemstone you have attuned, you may store additional energy (once you have reached your maximum) in the gem.<br />
<br />
==== Energy Siphon ====<br />
At level 15, you realize that it is possible to draw energy from others.<br />
<br />
As an action, you can pull energy from a target within 30 feet. The creature must succeed on a Constitution saving throw vs your spell save DC or roll a number of Hit Dice equal to your Charisma modifier, losing hit points equal to the total rolled, while you gain that much energy, up to your energy maximum.<br />
<br />
If you are holding a gemstone you have attuned, you may store additional energy (once you have reached your maximum) in the gem.<br />
<br />
==== True Magic ====<br />
At level 18, you are a true master of magic.<br />
<br />
You may spend energy to maintain concentration on a spell. By spending energy equal to half the casting cost of the spell (minimum of 1 energy), you maintain concentration with no roll required.<br />
<br />
=== Dragon Friend ===<br />
You have chosen not to follow the normal paths of power, instead choosing that of your dragon and your shared bond. Very few Dragon Friends are known or liked.<br />
==== Dragon Scales ====<br />
At level 3, you grow a thin layer of scales.<br />
<br />
Your base AC is 13 when not wearing armor. (AC = 13 + Dexterity modifier)<br />
<br />
==== Great Charge ====<br />
At level 7, you know that sometimes a brazen fool's charge is all that is needed.<br />
<br />
Whenever you travel at least 20 feet in a straight line and take the Dash action, you may make a regular attack on the enemy directly in front of you. That enemy makes a Strength save contested by your Strength check, if they fail, they are knocked prone, taking bonus bludgeoning damage equal to your Strength modifier.<br />
<br />
==== Glory's Roar ====<br />
At level 10, you know that every fight might be the last. <br />
<br />
Using your action, you make a mighty cry that reminds your allies of the glory of the fight.<br />
<br />
You and your allies within 120 feet gain advantage on attack rolls made against enemies with a Challenge Rating (CR) greater than their level or CR. This lasts a number of rounds equal to your Charisma modifier (minimum of 1). You cannot use this again until you finish a short rest.<br />
<br />
==== Frightful Presence ====<br />
Once you reach 15th level, you gain your dragon’s frightful presence. A creature that has saved against your dragon’s frightful presence is still affected by yours, and vice versa, until they have saved against both.<br />
==== Last Stand ====<br />
Once you reach 18th level, if you or your dragon are reduced to 0 hit points, you (or your dragon) automatically succeed on your first saving throw vs death.<br />
<br />
The conscious party (you or your dragon) may use a bonus action to touch the unconscious partner and grant them advantage on their next saving throw vs death.<br />
<br />
=== Multiclassing ===<br />
'''Multiclassing Effects.''' If you multiclass to another class that has spellcasting, reduce your energy to 1/Dragon Ryder level, and your dragon's with it.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Dragon ryder class, you must meet these prerequisites: Charisma score of 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Dragon ryder class, you gain the following proficiencies:none<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
{{Copyright Disclaimer|owner=Christopher Paolini|franchise=Inheritance Cycle}}<br />
<br />
; Built for use with the [[Voidhaven (5e Campaign Setting)|Voidhaven]] campaign setting.</div>Zibbyhttps://www.dandwiki.com/w/index.php?title=The_Greater_and_Lesser_Gods_(Voidhaven_Supplement)&diff=1256902The Greater and Lesser Gods (Voidhaven Supplement)2020-01-07T18:29:23Z<p>Zibby: /* Lesser Gods */</p>
<hr />
<div>;In the beginning, there was Order and Chaos. <br />
The great God called Order gave birth to Haven, and her equal, Chaos, gave birth to the Void. Both were content, until intelligent creatures came to Haven, taming dragons and subduing the plane to their will. For eons, they formed Haven to fit their desires, until Order could no longer bear it. She gave of her essence to form the lesser gods, directing them to return Haven to its rightful form.<br />
<br />
Seeing a place that was returning to it's orderly and serene state, Chaos crept toward it, breaking up the land and creating portals and summoning new life to cause havoc in the serenity. With Order reduced, the lesser gods had to use their power and that of mortals to contend with Chaos, sealing the Void from Haven.<br />
<br />
Order and the Lesser Gods had spent much of their power in containing Chaos within the Void, such that they no longer had the power to return Haven to it's perfect state. The best they could do was to guide the creatures inhabiting the plane.<br />
===== Greater Gods =====<br />
*Order: The Goddess that gave birth to Haven itself, benevolence incarnate, creator of life.<br />
*Chaos: The God of the Void, father of disorder. The deceiver, the destroyer.<br />
===== Lesser Gods =====<br />
*Life: Chocanter, a kindly centaur that deals fairly with any living creature. Good deeds are rewarded, and evil ones are given second chances, but not thirds.<br />
*Death: Daziira, a half-human, half white dragon that revels in cold, death, and chaos. There are no good deeds, but she doesn't see that as a reason not to punish those that deserve it.<br />
*Magic/Knowledge: Riktahla, a humanoid goddess that grants knowledge to her followers, including magic to the most devout.<br />
*Earth/Water: Rechnar, a short humanoid that values hard work and those who do it. Worship is work, and those who worship are rewarded with riches. Liars and thieves are the scum of Haven. No punishment is too harsh for their kind.<br />
*Fire/Air: Khan, a lithe little humanoid that is as fickle as the flames she represents, and as hard to catch as the wind.She fancies certain people, but accepts no worship from those she hasn't chosen.<br />
*The Nameless one: Once known as the God of death, it was broken and defeated by Daziira, cast down in shame. It's name and form are now forgotten.<br />
<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Voidhaven (5e Campaign Setting)|Voidhaven]]<br />
[[Category:5e]]<br />
[[Category:Supplement]]</div>Zibby