Bocere (5e Class)

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The Bocere (5e class)

Outside a dilapidated bookstore stands many a throng of eager and well-dressed bystanders, pockets full of coin, awaiting the opportunity to glimpse the author of a brand new work of fiction. A high elf, rich in esteem and charismatic in personality, has an assistant sign copies of this book for the eager crowd. Suddenly, an uproar erupts: screams, and the bright flashes of destructive magic flare, aimed towards this famed writer. It is too late for the assassins, however, as within his palm already is a book, open. Then, by a mere signing in his own hand, he is whisked away to a dimension unknown.

Arcane Wordsmith

The Bocere is a naturally gifted individual who explores their magical capabilities through a purely written medium. They often take the company of bards or wizards when engaged in their trade, but elude both as to the true nature of their magic - they use art as a bard does, use written knowledge as a wizard does, and achieve goals wholly alien to both, giving new interpretation to the phrase "stuck in a good book!"

Creating a Bocere

What brought your character to writing in the first place? How has their choices lead them to the start of their journey? Were they seeking to please the masses? Or were they previously made aware of the power hidden behind script and word? Perhaps they were following in another's footsteps, like a family member or personal hero? What is is they intend to do as a bocere moving forward? Where do they see themselves and their writings in the future? It is important to plan and consider the actions of your character moving forward as a bocere, in much the same way that as a bocere, one must carefully plan ahead of time to ensure their success. Fortune favours the bold, or simply those best prepared.

Quick Build

You can make a bocere quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom or Dexterity. Second, choose the Sage background. Third, choose a light crossbow with 20 bolts, an arcane focus, mason’s tools, and leather armour as your starting equipment. Finally, choose the Writer's Guild of Runemasons as your class archetype. You have your full spell list to choose from, and must choose what spells you wish to write out in preparation with careful consideration.

Class Features

As a Bocere you gain the following class features.

Hit Points

Hit Dice: 1d6 per Bocere level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Bocere level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Calligrapher's Supplies, Mason’s Tools
Saving Throws: Intelligence, Wisdom
Skills: Perception, and two other skills of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A light crossbow and 20 bolts or (b) any simple weapon
  • (a) A scholar's pack or (b) mason's tools
  • (a) An empty book or (b) 20 sheets of papyrus
  • A quill, writing ink, and leather armour
  • If you are using starting wealth, you have 5d4 x10 gp. in funds.

Table: The Bocere

Level Proficiency
Bonus
Features Highest spell level
1st +2 Spellcasting, Writers' Guild 1st
2nd +2 Xenoglossy 1st
3rd +2 Catechism 2nd
4th +2 Ability Score Improvement 2nd
5th +3 3rd
6th +3 Creative Freedom 3rd
7th +3 Guild Feature 4th
8th +3 Ability Score Improvement 4th
9th +4 5th
10th +4 Recitation, Reprobation 5th
11th +4 Guild Feature 6th
12th +4 Ability Score Improvement 6th
13th +5 7th
14th +5 Keyword 7th
15th +5 Guild Feature 8th
16th +5 Ability Score Improvement 8th
17th +6 9th
18th +6 Wayword 9th
19th +6 Ability Score Improvement 9th
20th +6 Exegesis 9th

Spellcasting

Drawing on the arcane power of the words you write and the power you put into each letter, you can cast spells to reshape the worlds you write about to bend to your machinations. See chapter 10 for the general rules of spellcasting.

Rather than using a specific spell list, A bocere instead knows all spells available to wizards and sorcerers.

Writing and Casting Spells

Rather than expending spell slots or providing spell components to cast your spells, you instead define their magical nature and expression in words by writing them in a book, scroll, or even just a scrap of parchment, you do not need material components or an arcane focus to use your magic, and instead just the ability to write, scrawl and doodle. Doing so requires you to spend a total number of minutes equal to 15 x the spell slot level the spell is to be cast at, written down in a book, parchment, or some other surface where it can be clearly read. The table shows the maximum spell slot level you can write spells at.

Additionally, spells can be written over a scattered time frame, and simply require you to finish writing the whole spell to be able to cast it. For example, a spell that would take ten minutes to write can instead be written in chunks of five minutes, allowing for actions to be taken between starting and finishing the writing of the spell.

You, or another creature, can cast the spell at a later point, so long as the caster is touching the written spell, and can read the language it is written in, when they attempt to do so. Additionally, once the spell has been written down, it is cast as an action regardless of listed cast time, unless the spell is cast as a bonus action. Spells that require concentration do so as normal. A creature that does not have spellcasting cannot cast a written spell that is of a spell slot higher than their Intelligence modifier. Once a spell is cast, the power in its words is expended, and cannot be cast again using the same source.

Writing spells requires you to have at least one hand free and visibility of the words you write, as well as the surface upon which the spell is being written.

Spellcasting Ability

Intelligence is your spellcasting ability for your bocere spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a bocere spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
  • Spell Attack modifier = your proficiency bonus + your Intelligence modifier.
Ritual Casting

You can cast any bocere spell you know as a ritual if that spell has the ritual tag. The spell is written in the same way, and requires you to complete the ritual when the spell is cast.

Spellcasting Medium

Rather than using a spellcasting focus, you instead draw upon arcane energies within you. Anything you use, from ink pens on parchment to sticks against stone, or even your own finger in mud, can be used as your spellcasting medium.


Features

Writers' Guild

There are several guilds which bocere tend to adhere to when applying their art, each with a unique set of morals and principles to ensure the power wielded by the bocere does not go unchecked or abused, for better or worse.

At 1st level, you chose a Writers' Guild from the following.

  • Writers' Guild of Healers
  • Writers' Guild of Runemasons
  • Writers' Guild of Linguists
  • Writers' Guild of Phantoms
  • Writers' Guild of Cartographers
  • Writers' Guild of Scribes
  • Writers' Guild of Lorekeepers
  • Writers' Guild of Anthologists

Your choice grants you unique features at 1st, 7th, 11th and 15th level, detailed at the end of the class description.

Xenoglossy

At 2nd bocere level, your exposure to magic through the written art improves your understanding of language by arcane means, allowing you to understand any written text, as if by the spell Comprehend Languages.

Catechism

Starting at 3rd bocere level, you can revise previously written spells. If you have any written spells that you have not yet cast, you can rewrite that spell at a higher spell slot level over a total time period equal to the total time required for the intended spell slot level - the time you spent writing the spell. For example, if you spent 15 minutes writing a spell at 1st level, you can spend 15 minutes rewriting the spell to upgrade it to 2nd spell slot level.

Ability Score Increase

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.

Creative Freedom

At 6th bocere level, your understanding of the nature of the spells you cast allows you to modify their intended effects to a small degree. When you are writing a spell, you can change each damage type listed in a spells effect to any other damage type. In doing so, keeping in mind how the damage type change affects the nature of the spell being cast. A poison-damage fireball might instead require a Constitution saving throw because of the ensuing spew of miasma, for example.

Recitation

Starting at 10th level, spells you write out only take half the time to do so if you have already written them out a number of times equal to their spell slot level - your Intelligence modifier (minimum of once).

Reprobation

Starting at 10th level, whenever you see or hear a creature near you start to cast a spell that you have written down enough to meet the requirements for Recitation, you can cast Dispel Magic as a reaction against the spell being cast. You cannot cast Dispel Magic in this way if you are silenced, or otherwise unable to talk.

Keyword

At 14th bocere level, your understanding of the space around you and places you have been allows you to create anchorage points to them.

After spending a total of 1 week writing a Keyword - a process that uses every page in a new, unused book and two new pots of ink - you create an aetheric anchor point to a place or object you specify, so long as you are in contact with, or know the details of the specific item or location and specify exactly what or where the Keyword connects to in words when writing the book. The created Keyword is a unique book, which you name, number, categorize or otherwise individualize as a unique magical artifact upon completion.

As an action while the keyword is being held or touched, a creature can teleport itself to the location or object specified within the Keyword. The Keyword book is left behind in the plane or place you leave when accessing the object or location specified in the Keyword. Additionally, only objects that you can hold in your hands or comfortably carry on your persons can be brought with you when using the Keyword.

Wayword

At 18th level, you devise a means of reaching into the void and creating a pocket dimension.

After spending a total of 4 weeks writing a Wayword - a process that uses every page in a new, unused book and two new pots of ink - you create a demiplane that can only be visited through the use of the finished book or a connecting Keyword. The created Wayword is a unique book, which you name, number, categorize or otherwise individualize as a unique magical artifact upon completion.

Upon completion, you create a spherical demiplane with a 5 mile diameter, and determine the environment within the demiplane when you write the book for Wayword, reflecting most any desire you can visualize. You determine factors such as atmosphere, matter state, temperature, and general shape of the terrain. However, you can’t manipulate the flow of time in your demiplane, which is the same as that of the Material Plane. You can also decorate your demiplane with vegetation and construction such as buildings roads and wells, so long as you can visualize and describe it in written words and diagrams.

As an action while the keyword is being held or touched, a creature can teleport itself to the demiplane created within the Wayword. The Wayword book is left behind in the plane or place they leave when accessing the demiplane, and can leave as an action while within the demiplane, reappearing within reach of the Wayword. If the Wayword is destroyed, a creature within the demiplane cannot leave in this way, and must use another means to leave, such as the use of a Keyword.

If you use Wayword to create an exact replica of an existing plane or place, you instead create a perfect imitation of the demiplane as far as you can specify, but it is otherwise a unique space, rather than a connection to the existing place or plane you specified. Additionally, only objects that you can hold in your hands or comfortably carry on your persons can be brought into and taken out of the Wayword demiplane.

Exegesis

At 20th level, you develop a means to change the very fundamental nature of the creatures in the world.

After spending a total of 12 weeks writing an Exegesis - a process that uses every page in a new, unused book and two new pots of ink - you recount the information of a creature or species you have seen, including named creatures. Upon doing so, you must make an Intelligence saving throw, with a DC equal to 8 + the creature’s CR, or level if it has one.

On success, you can then permanently modify the capabilities of the creature and its species, allowing you to change the ability scores of the creature you have chosen. If the target is a named creature, it only affects that specific individual. If it is a general creature name, it affects all creatures that share the same name.

Ability scores changed in this way cannot exceed a difference equal to your Intelligence modifier from their previous score. Additionally, you can add one, and remove one trait or feature from the creature or species you have chosen.

Each Exegesis is written targetting a specific creature or species. This target cannot change, but the book containing Exegesis can be used once per day to once again change the stat block and properties of the creature or species detailed therewithin.


Writer's Guilds

Guild of Healers

Medical Journalist

Taking this archetype at 1st level, you add the listed spells to your known spells at each indicated bocere level.

Guild of Healers Spells
Bocere Level Spells
1st Cure Wounds, Healing Word
5th Mass Healing Word
9th Mass Cure Wounds
13th Regenerate
17th Power Word Heal

When one of your written spells are cast to restore hit points to a creature, the spell instead uses the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Galvanized Ward

At 7th level, when you are writing a spell that is to be cast to restore hit points to any number of creatures, you can spend twice as long to add a bonus shielding effect to the healing spell. When a spell written in this way is used to heal a creature, they are also granted a galvanized ward with hit points equal to the amount of healing received by the spell, for 1 minute. Whenever the warded creature takes damage, the ward takes the damage instead. When a creature with a galvanized ward regains hit points as a result of one of your spells, written to include galvanized ward, the new ward hit points are added to any existing ones and its duration is refreshed.

Anamnesis

At 11th level, the power behind your choice of words stick close to those you aide. When one of your written spells are cast to restore hit points to a creature, that creature then regains a number of hit points equal to the spell slot level the spell was cast at the start of each of their turns for 1 minute, or until they reach full hit points. Hit points regained in this way add to a creature’s galvanized ward as part of the 7th level feature granted by this guild, if the original spell cast was written to include the galvanized ward.

Annals of the Healer

At 15th level, healing spells you have written can be read aloud to reach the hearts and minds of everyone around them. When one of your written spells are cast to restore hit points to a creature, they can instead be read aloud to restore the listed hit points to all creatures within the listed cast range of the creature casting the spell, rather than a specific target, including the application of additional effects, such as those granted by this archetype.

A creature that is deaf or otherwise cannot hear or understand the spell being cast in this way does not receive the healing, and a creature that is mute or otherwise silenced cannot cast the spell in this way.


Guild of Runemasons

Runification

Taking this archetype at 1st level, you choose to instead use intricate runes to express your writing. You can choose to carve these writings into harder materials such as stone, metal, or even scarred into flesh, where they will not lose their magic energy. However, it also takes twice as long to write out each spell. Runemason runes are pictographic in nature, and cannot be translated by magical means.

When a spell you carved into an inanimate object is cast, the creature casting the spell must roll a d20, and refer to the values table below for the relevant save DC modifier from 10. If the save fails, the object is destroyed after the spell is cast:

Item Value DC Modifiers
GP value of item DC modifier
Less than 1 +9
1 - 24 +7
25 - 99 +5
100 - 249 +3
250 - 999 +1
1,000 - 2,499 -1
2,500 - 4,999 -3
5,000 - 9,999 -5
10,000 - 19,999 -7
20,000+ -9

If a spell is carved into a creature directly, the creature suffers a number of d6 of bludgeoning damage equal to 1 + the spell slot level it is to be cast at in the process, and must instead succeed a Constitution saving throw when attempting to cast the spell, with a save DC equal to 8 + (2 x the spell slot level) or rend their flesh without casting the spell, taking a number of d6 of necrotic damage equal to 2 x the spell slot level (minimum 1d6).

Runic Sedimentation

At 7th level, you choose 3 cantrips from the wizard or sorcerer spell lists. You learn the details of these spells, and can spend 15 minutes to carve them into a suitable object, surface or willing creature to be used as normal. Cantrips carved into inanimate objects in this way have a +2 to the d20 roll when determining whether the object remains intact after casting.

Arcane Inclusions

At 11th level, spells that are carved into weapons can be activated as a bonus action, rather than an action as normal, if the wielder used their action that turn to make an attack with that weapon. Spells carved into shields or armour can be activated as a reaction when the creature using the shield or armour is made the target of an attack roll.

Annals of the Runemason

At 15th level, you learn to mark a Keyword with a special identification rune that you imprint or carve into the book somewhere. While you are touching a Keyword individualized in this way, you can then engrave the same rune into an inanimate object, surface, or willing creature to imbue it with the same power. A creature that knows the meaning of the rune can then use it to transport to the Keyword target location or object, as if it were the Keyword itself.


Guild of Linguists

Polyglossia

Taking this archetype at 1st level, you choose to learn and write your spells in a variety of languages, rather than just one, allowing you to adopt two languages of your choice. Additionally, spells you write, including feature effects such as Keyword and Wayword, can be written in up to a number of different languages you know, equal to your Intelligence modifier.

Spells written in this way can only be cast by creatures that can read all the languages used to write the spell. Creatures that attempt to use a written spell that includes any languages they cannot read has no effect.

Arcane Novelist

At 7th level, spells you write in a book or tome no longer lose their magic after the first cast. Beyond the first cast, a spell written in this way can be cast by anyone. A creature attempting to cast a spell written in this way must succeed a Wisdom check (DC 8 + the spell slot level the spell is written as) to cast the spell.

Spellbinding Prose

At 11th level, you choose to write your spells in poetic, artistic or otherwise spellbinding prose. When one of your written spells are cast against any number of creatures, the caster can choose to recite the spell aloud instead as a short tune or poem.

Targets of a spell cast in this way must succeed a Wisdom saving throw against your spell save DC, or become Charmed to the creature that cast your written spell. If the spell in question already causes creatures to be charmed, you instead add your proficiency bonus to the spell save DC.

A creature that is deaf or otherwise cannot hear or understand the spell being cast in this way automatically succeeds the save DC, and a creature that is mute or otherwise silenced cannot cast the spell in this way.

Annals of the Linguist

At 15th level, you adopt a substitution of glossolalia in your writing. When you are writing a spell, you can write it in a language made purely between those of the Guild of Linguists, rendering the spell in question completely unreadable and unusable by those outside of the Guild. Creatures that try to decipher or translate the spell, such as through the use of Comprehend Languages, will be unable to determine the meaning behind the words used.

When a spell written in this way is cast, a creature that tries to determine the nature of the spell, or intercept it in some way such as Dispel Magic, has an increase to any DC they must roll against equal to 2 x the spell slot the spell is being cast at.

Alternatively, you can write your spells in a written form of tongues, allowing any creature that understands at least one language to read it.


Guild of Phantoms

Polyglossia

Taking this archetype at 1st level, you choose to learn and write your spells in a variety of languages, rather than just one, allowing you to adopt two languages of your choice. Additionally, spells you write, including feature effects such as Keyword and Wayword, can be written in up to a number of different languages you know, equal to your Intelligence modifier.

Spells written in this way can only be cast by creatures that can read all the languages used to write the spell. Creatures that attempt to use a written spell that includes any languages they cannot read has no effect.

Word of Secrecy

At 7th level, you can bind spells you have written to a couple of key words. As an action, rather than casting a spell, you can speak this word out loud.

Any number of creatures that can hear you can use their reaction to say something in response. If the word or phrase is the correct response, they cast the spell instead, as if cast with a cast time of 1 reaction. A spell cast with Word of Secrecy cannot share the effects of Startling Prose.

Startling Prose

At 11th level, you choose to write your spells in terrifying, fear-inducing, or otherwise startling prose. When one of your written spells are cast against any number of creatures, the caster can choose to recite the spell aloud instead as a short curse or threat.

Targets of a spell cast in this way must succeed a Wisdom saving throw against your spell save DC, or become Frightened to the creature that cast your written spell. If the spell in question already causes creatures to be Frightened, you instead add your proficiency bonus to the spell save DC.

A creature that is deaf or otherwise cannot hear or understand the spell being cast in this way automatically succeeds the save DC, and a creature that is mute or otherwise silenced cannot cast the spell in this way. A spell cast with Word of Secrecy cannot share the effects of Startling Prose.

Annals of the Phantom

At 15th level, you use your arcane power and prowess to write your spells in a way to maintain secrecy. While writing a spell, you can choose to impose the spell onto your intended object or surface using pure arcane power as invisible ink, rather than using any real writing utensils or materials.

Spells written in this way can be cast by you as normal. A creature that is aware of the spell must succeed an Arcana check against your spell save DC in order to read and cast it.

A creature that does not have spellcasting or does not know the languages it is written in as per Polyglossia automatically fails the spell save DC and cannot read or cast the spell, unless given the details of the spell by you or someone else who can read the spell, or as a password response as per Word of Secrecy.


Guild of Cartographers

Gifted Geographer

Taking this archetype at 1st level, your intimate studies into landforms and the geography of different regions gives you proficiency in Nature and Survival checks, or expertise in your Nature or Survival skill if you already have proficiency in it.

Additionally, you always know which way is north and the time it takes you to write transmutation spells is reduced to a number of minutes equal to 5 x the spell slot level it is to be cast at.

Wayfinder

At 7th level, you can use an empty book to write and detail an arcane atlas for yourself. Using it, you always know how to get back to any location you have previously been to, and have advantage on Naturel, Stealth and Survival checks made in locations you have previously visited.

Studies of the Cartographer

At 11th level, you get access to the class feature Keyword, rather than getting it at 14th level. Additionally, you can finish writing Keywords in half the time. When you use a Keyword to travel to a point that is on another plane of existence, you can spend 1 minute in ritual to recount the details of the Keyword, and teleport yourself along with any number of creatures within reach you of back to that Keyword.

Annals of the Cartographer

At 15th level, you get access to the class feature Wayword, rather than getting it at 18th level. Additionally, you can finish writing Waywords and Exegesis in half the time.

Guild of Scribes

Amanuesis

Taking this archetype at 1st level, you begin focusing on others and what they have say and do. As an action, you can ready yourself for note-taking, immediately ending your turn when you do so. Until the start of your next turn, you can use your reaction when someone casts a spell to jot down the details of the spell used, keeping a note of the details of the spell. In doing so, that spell becomes available as a standard written spell as part of this class, to be cast at the same spell slot level as it was originally cast at when the spell was written down.

Almanac

At 7th level, you better bookkeep details about other creatures. You have advantage on all skills checks and saving throws that use your Intelligence or Wisdom modifier, if it is made for or against a creature you have previously seen.

Additionally, whenever you write a Conjuration spell that summons any number of creatures of a specific challenge rating or lower, all specified creature ratings are doubled. For example, when you write out Summon Greater Demon, the highest CR demon you can summon is increased from 5, to 10.

Attributable Formatting

At 11th level, spells you write can be cast at one spell slot level higher than they were written as, if the spell is being cast by you, and you have written the spell enough to also benefit from the class feature Recitation.

Annals of the Scribe

At 15th level, you learn more about magic from those closest to you. As part of a long rest, you can write down spells that belong to a different class, such as Bard, Druid or Warlock, if a willing creature that you can have a conversation with is with you for the full duration of writing each spell and has that spell available to them.

Spells written in this way cannot be cast at a spell slot level higher than the maximum spell slot level available to creature you are copying the spell from.


Guild of Lorekeepers

Historical Aptitude

Taking this archetype at 1st level, you have proficicency with History checks, as well as on Intelligence checks that require you to recall information.

lasting Words

At 7th level, your words have a lasting impression on those that read them. When a creature casts a spell you have written, they must make an Intelligence check with a DC equal to 10 + the spell slot level the spell is written at. On a success, the creature learns that spell and can cast it as part of their spell list or prepared spells, using the spellcasting modifier of their class, so long as they provide the spell slot and components required.

Bookkeeping

At 11th level, you can write spells that you have seen cast, as if they were part of your spell list. Spells you write in this way can only be written at a spell slot level equal to or less than the spell slot level you have seen the spell cast at.

Annals of the Lorekeeper

At 15th level, you can tell tales of old to others around you. As part of a rest or down time, you can tell any number of other creatures that can hear you details of the history, be that of a place or a person, to one of several effects.

Lullaby

You tell a gentle lullaby to those at rest around you, doubling the number of hit dice they regain during the rest, and guaranteeing the hit dice heal for their maximum values. For example, rather than rolling 2d6, a creature automatically heals 12 hit points.

Legend

You tell a rivetting tale of heroes and creatures of the past. Creatures listening are invigorated, granting them a bonus to all ability scores equal to half your proficiency bonus for a number of hours equal to 1d4 x your Intelligence modifier. This bonus can allow a creature's ability score to increase above 20, but only for the duration of the effect.

Lore

You tell in meticulous detail, stories and facts about the local history to the best of your knowledge and ability. Before you begin telling of the local Lore, you must succeed a Wisdom saving throw as determined by your DM for the local civilization or environment. On a success, you can grant all creatures listening the benefits of Historical Aptitude for a number of hours equal to 1d4 x your Intelligence modifier.

Lament

You tell of warnings that spread about the area, noting every detail you can call to mind. Creatures that hear your warning are granted a bonus to their AC equal to half your proficiency bonus for a number of hours equal to 1d4 x your Intelligence modifier. Creatures under this effect are also granted advantage on perception checks at this time, and cannot be surprised.


Guild of Anthologists

Adept Conjurer

Taking this archetype at 1st level, you have proficicency with Nature checks. Additionally, when you write a Conjuration spell that summons any number of creatures, the spell is cast at 1 spell slot higher than the spell slot it was written as (maximum of 9th level).

Additionally, you can cast Find Familiar once per day without expending the written spell.

Steeled Focus

At 7th level, conjuration spells you write at a spell slot level equal to or less than your proficiency bonus that require concentration cannot have concentration broken by any means, except when casting another concentration spell.

Additionally, you can cast Find Steed once per day without expending the written spell.

Advanced Conjurer

At 11th level, you can write out conjuration spells in half the time. Additionally, you double the listed creature rating of any CR values specified as part of a Conjuration spell.

Additionally, you can cast Find Greater Steed once per day without expending the written spell.

Annals of the Anthologist

At 15th level, you perfect the conjuration spells you write out. Creatures you summon are amiable to you, and do not make saving throws against you after having been summoned, allowing you to maintain control of creatures you summon for their full duration.

Additionally, once per day or as part of a long rest, you can spend two and a half hours writing out a tempermental Conjuration spell to summon a creature with a CR rating equal to your Proficiency bonus + (2 x your Intelligence modifier).

A creature summoned in this way follows the same rules as Summon Greater Demon, except for the CR and creature type changes. This creature is also summoned with a number of temporary hit points equal to your bocere level.


Multiclassing

Prerequisites. To qualify for multiclassing into the bocere class, you must meet these prerequisites: 13 Wisdom.

Proficiencies. When you multiclass into the bocere class, you gain the following proficiencies: Perception.


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