Hyrule: Researcher (5e Class)
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It can effectively be used in a traditional setting, but may function best if the campaign uses the Spell Points variant rule (DMG, page 288) or equivalent.
In Hyrule, a researcher delves into ancient tomes, libraries, ruins, and more in the search for arcane knowledge. Most often a researcher's effort comes to fruition in the study and practice of a wide variety of magic. Unlike a sage or scion who is gifted their supernatural powers, a researcher proactively learns, studies, and practices the esoteric art of spellcasting.
In proper society, most researchers are considered oddballs at best and villains at worst. Their unusual practices and oddly inquisitive nature is often off-putting to common folk, but those aware of their supernatural powers have good reason to fear them.
Creating a Researcher
|A studied witch can blend a little magic from other schools of research.|
- Quick Build
You can make a researcher quickly by following these suggestions.
- Intelligence should be your highest ability score, followed by Constitution or Wisdom
- Choose the scholar background.
- For your spells, choose the prestidigitation and razor tome cantrips, along with the catapult and mage armor 1st-level spells.
As a researcher you gain the following class features.
- Hit Points
Hit Dice: 1d6 per researcher level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per researcher level after 1st
Weapons: All rods and staffs; clubs, daggers, darts, hammmers, staves, scythes, slingshots, and whips.
Saving Throws: Wisdom, Intelligence
Skills: You are proficient in your choice of one skill in the following list: Arcana, Engineering, History, Insight, Investigation, Medicine, Nature, and Religion.
- If your Intelligence score is or becomes at least 13, you gain proficiency in one more of the listed skills, for a total of two.
- If your Intelligence score is or becomes at least 17, you gain proficiency in one more of the listed skills, for a total of three.
In place of gaining proficiency in a skill, you can instead gain proficiency in any one tool or vehicle of your choice.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dagger or (b) a quarterstaff
- (a) a slingshot with 50 bullets, and a signal whistle or (b) a whip and 50 feet of hempen rope
- (a) a book of lore, a bottle of ink, an ink pen, a merchant's scale, 10 sheets of parchment, and a small knife or (b) a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin
- an arcane focus, a backpack, and a component pouch
Alternatively, your DM may allow you to choose your own starting equipment using 750 (3d4 x 100) rupees. If you choose this option, you forgo the equipment granted by your background.
|1st||+2||Spellcasting, Wise Defense||2||2||1st|
|2nd||+2||School of Research||3||6||1st|
|4th||+2||Ability Score Improvement, Studied Skill||4||9||2nd|
|8th||+3||Ability Score Improvement, Magic Sense||4||15||4th|
|12th||+4||Ability Score Improvement||5||21||6th|
|16th||+5||Ability Score Improvement, Spell Resistance||5||27||8th|
|19th||+6||Ability Score Improvement||5||31||9th|
As one who investigates and studies magic, you recite incantations and manipulate material components in ways that require extensive, mentally-demanding practice and memorization.
|Spell Level||MP Cost|
- Magic Meter
At 1st level, you gain a number of magic points equal to your Intelligence modifier. The amount of magic points you gain from 2nd level onward is determined by your school of research. To cast a spell, you must expend a number of magic points dependent on the level of the spell. See the adjacent table.
You can cast a spell at a higher level than normal by expending additional magic points. For example, casting fly, a 3rd-level spell, normally costs 5 magic points. It can be cast as a 5th level spell, allowing it to affect more creatures, by expending the magic points needed to cast a 5th level spell—which is 7 magic points.
Your magic points are fully restored after a long rest. Some class features and magic items can otherwise restore magic points.
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your researcher spells.
- Spellcasting Ability
Intelligence is your spellcasting ability for researcher spells, since you learn your spells through dedicated study and memorization. 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 spell learned through this class and when making an attack roll with one.
You initially know two cantrips of your choice from the following list:
Any cantrips you learn after 1st level can be drawn from the expanded spell list you gain from your School of Research. You learn your third cantrip at 2nd level, your fourth cantrip at 4th level, and your final cantrip at 9th level.
- Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells from the following list:
At 2nd level, you learn four additional 1st-level spells. At this level, your spell list expands to include a much wider variety of spells, as decided by your School of Research. You can choose to learn any of your new spells from the expanded spell list appropriate to your school.
Starting from 3rd level in this class, you learn one spell at odd-numbered levels, and two spells at even-numbered levels. You choose which spells to learn from your expanded researcher spell list, dictated by your School of Research. A spell you choose must be of a level no higher than what’s shown in the Researcher table’s Max Spell Level column for your level.
You can rely more on predicting and reading opponents' attacks to evade them, rather than relying on your reaction time or nimbleness of movement. Whenever you would add your Dexterity modifier to your AC, you can choose to add your Wisdom modifier instead. You cannot do this if you are already adding your Wisdom modifier to your AC, such as with a monk's Unarmored Defense.
School of Research
When you reach 2nd level, you choose a school of research that represents the area of study, or the type of magic, upon which you focus your efforts the most. Your choice greatly expands your spell list, allowing you to learn from a wider variety of spells than before. Your choice also grants you features at 2nd level and again at 6th, 10th, 14th, 18th, and 20th levels.
- An Occultist Uses forbidden knowledge and mutated magic to uncover the secrets of the universe.
- A technomancer focuses on enhancing weapons and armor with ancient magic, and wields spells that focus more on empowering allies.
- A witch wields versatile spells that manipulate allies and foes alike, and has relative mastery over flight, poisons, and potions.
- A wizzrobe specializes in destructive magic and manipulating elements of nature.
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.
If your campaign is using the feats optional rule, you can replace this feature with a feat for which you qualify.
At 4th level, your further studies grant you greater expertise in a practical area of study. Choose one skill from Animal Handling, Arcana, Engineering, History, Medicine, Nature, and Religion. You gain proficiency in that skill. If you are already proficient in the chosen skill, or later would become proficient in it a second time, you instead gain expertise in the skill.
Magic has become ingrained in your mind so thoroughly it is influencing your senses. Starting from 8th level, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks to notice spells or magic effects.
You learn the detect magic spell. If you already have learned this spell, you can instead learn another 1st-level researcher spell that you would otherwise be able to learn. In either case this new spell does not count against your Spells Known. You can cast detect magic without consuming magic points.
At 16th level, your talent and practice with spells enables you to resist them with enviable ease. You have advantage on saving throws against spells, and resistance to damage from spells which do not afford you a saving throw.
Being an Occultist is your vocation, lifestyle and religion all in one. Though many deities are magical in nature, most worshipers are content to simply pray and watch their wonders as the world turns. Not so for the Occultist; you peek behind the curtain of the powers of these deities and magics to gain such abilities for yourself. Through use of magical artifacts, years of research or even divine assistance, you've gained a unique and volatile magical skillset that all those against the profane will fear.
|1st||+2||Spellcasting, Wise Defense||2||2||1st||Int modifier||-|
|2nd||+2||School of Research, Magic Points, Occult Proficiencies||3||6||1st||+4||2|
|3rd||+2||Occult Mutations, Occult Subject||4||7||2nd||+8||2|
|4th||+2||Ability Score Improvement, Studied Skill||4||9||2nd||+12||2|
|8th||+3||Ability Score Improvement, Magic Sense||4||15||4th||+28||4|
|12th||+4||Ability Score Improvement||5||21||6th||+44||6|
|16th||+5||Ability Score Improvement, Spell Resistance||5||27||8th||+60||7|
|19th||+6||Ability Score Improvement||5||31||9th||+72||8|
At 2nd level, and every researcher level you gain after this, your maximum magic points increases by 4.
At 2nd level, your studies of hidden lore have granted you access to a unique cantrip available only to occultists: eldritch blast. This cantrip does not count against your cantrips known.
In addition, you gain proficiency with light armor, all simple weapons and one martial melee weapons of your choice.
You also gain proficiency in Investigation, as well as one language of your choice from Ancient, Twili, Minish or Subrosian. If you were already proficient in Investigation, you can instead gain proficiency in another skill available to researchers at 1st level.
At 2nd level, you gain access to the hidden, old ways of Occult Mutations, profane magical tweaks that result in more volatile, more dangerous and more powerful magics. You gain multiple Occult Mutations the more occult knowledge you gain, but as of this level you only may gain two. You may change your chosen mutations on every level gained.
You gain access to stronger mutations at 6th, 10th, 14th and 18th level. You gain a new mutation at 5th, 7th, 9th, 12th, 15th and 18th level.
At 2nd level, you have dedicated yourself to a mysterious magical force in Hyrule. Choose one of the following fields of study. This will allow you to gain that field of study's Occult Mutations.
- The Deku Forest: You have dedicated yourself to researching the mysterious nature of Farron's Forests and the mysterious Lost Woods within.
- The Great Calamity: You have devoted your research into the nature of The Great Calamity or other malevolent deity that has threated Hyrule. Whether this research is for Hyrule's benefit or Downfall is up to you.
- The Twilight Realm: You have dedicated your research to the mysterious otherworlds of Hyrule, be it Termina, Twilight Realm, Dark Realm or other such world.
- The Golden Goddess: Much like a Sage, you have dedicated yourself to the divinity of Hyrule, be it Golden Goddesses or another benevolent deity.
- The Melodies of Hyrule: Your research delves into the ethereal nature of music in Hyrule, and the unexplained power that comes from song.
You cannot change your field of study once chosen unless ruled otherwise by your DM.
Starting at 6th level your occult knowledge allows you to spin the threads of fate in a direction of your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short rest.
At 18th level, you have gained all available knowledge on your fields of research. You no longer require a short rest to use the "At will" spells gained from your Occult Mutations.
At 20th level, your studied mind has become so great that it goes beyond mortal reckoning. You may pick a second field of study for your Occult Subject feature, as well as allowing access to new Occult Mutations. These do not gain the benefits of Occult Provost, however.
|A young, eccentric technomancer.|
As a technomancer, your study focuses on a specific, ancient and mostly-forgotten form of magic revolving around unique material components. This form of magic is sometimes referred to as 'technology,' hence the common name of technomancers. Those who study your craft are known under other titles as well, including arcanists, doctors, historians, machinists, professors, and tinkers.
Compared to other researchers, your magic focuses more around manipulating and transmuting objects, including weapons and armor that can be utilized by you or your allies.
|1st||+2||Spellcasting, Wise Defense||2||2||1st||Int modifier|
|2nd||+2||School of Research, Bonus Proficiencies, Versatile Casting||3||6||1st||+5|
|4th||+2||Ability Score Improvement, Studied Skill||4||9||2nd||+15|
|6th||+3||Ancient Weaponry, War Magic||4||12||3rd||+25|
|8th||+3||Ability Score Improvement, Magic Sense||4||15||4th||+35|
|12th||+4||Ability Score Improvement||5||21||6th||+55|
|16th||+5||Ability Score Improvement, Spell Resistance||5||27||8th||+75|
|19th||+6||Ability Score Improvement||5||31||9th||+90|
|20th||+6||Master of the Ancient||5||33||9th||+95|
At 2nd level, and every researcher level you gain after this, your maximum magic points increases by 5.
At 2nd level, your technological studies grant you several additional proficiencies.
You gain proficiency with all simple weapons, with light armor, with shields, and with all weapons that include "bomb" in the name.
You gain proficiency in the History skill. If you were already proficient in this skill, you can instead gain proficiency in another skill available to researchers at 1st level.
You gain proficiency with tinker's tools. If you are already proficient, you can instead gain proficiency in any one artisan's tool.
You learn to read, write, and speak your choice of either the Ancient or Twilit language.
At 2nd level, you learn to cast spells with nimble ease. You can perform the somatic components of your researcher spells even when you have objects in one or both hands.
At 6th level, you learn to enhance weapons with arcane technology that draws upon your own magic reserves. You have a number of ancient cores equal to your intelligence modifier. An ancient core is a manifestation of your magic, which is formless unless it is applied to another item.
During any short rest, you can expend any number of these ancient cores to enhance a number of simple or martial weapons. To do so, you must be able to hold and manipulate the weapon, and have access to tinker's tools. For each core you expend on a weapon, it grants its wielder a cumulative +1 bonus to attack and damage rolls with that weapon. The maximum enhancement you can place on a weapon is equal half to your proficiency modifier, rounded up. Any weapon with one of these enhancements is considered magical.
If the weapon to enhanced is magical and already has an inherent bonus to attack and damage rolls, you can increase the bonus by 1 for each core expended, but not so the total bonus exceeds half your proficiency modifier (rounded up).
When you (and only you) attack with a weapon you have enhanced with this feature, you can treat it as a spell attack. You use your Intelligence modifier for attack and damage rolls with the weapon.
You regain your ancient cores whenever your enhancements end. You can end any number of your action core enhancements at any time, over any distance, as an action.
Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
At 10th level, you learn to enhance armor, but not shields, in the same way you enhance weapons. The maximum number of your ancient cores permanently doubles; it becomes equal to twice your intelligence modifier.
Whenever you would be able to enhance weapons, you can also enhance armor. For every 2 cores you expend on a suit of armor, that armor grants its wearer a cumulative +1 bonus to AC. The maximum enhancement you can place on armor is equal to +1. It increase to +2 at character level 13, and to +3 at character level 17. If the armor is magical and already has an inherent bonus to AC, you can increase the bonus by 1 for every 2 cores expended, but not so the total bonus exceeds the maximum enchantment.
Any armor with one of these enhancements is considered magical.
Just as with weapons, you can end any enhancement you've placed on any suit(s) of armor at any time, over any distance, as an action. Doing so causes you to regain the cores that you had expended on that armor.
At 14th level, your studies on arcane machinery bloom. You become able to aid or exploit construct creatures in a multitude of ways. You gain the following benefits:
- You have advantage on any Intelligence check to recall lore about constructs.
- You wield an innate understanding of how these creatures process information. You are considered proficient in all Intelligence, Wisdom, or Charisma checks made against or about constructs.
- You are inherently aware of any construct's physical makeup, and know how to exploit weaknesses in its design. Any attack roll you make against a construct has advantage.
- You know how to weave your magic in such a way that you can repair constructs in ways others cannot. Whenever you target a construct with a spell that restores hit points, you can restore its hit points as if it was a living monstrosity instead of a construct.
At 18th level, the maximum number of your ancient cores permanently increases. It is now equal to 15, regardless of your intelligence modifier.
Master of the Ancient
At 20th level, your mastery of arcane magic and ancient history reaches its zenith. You gain the following benefits:
- You have advantage on all Intelligence (History) and Intelligence (Arcana) checks.
- Whenever you make an attack with a simple or martial weapon that doesn't have a bonus to attack and damage rolls, you gain a +3 bonus to attack and damage rolls with that weapon, its damage is considered magical, and it inflicts an extra 7 (2d6) force damage on a hit. You can use your Intelligence modifier for attack and damage rolls with this weapon if you otherwise could not.
- If you are unarmored or your armor is not magical, you gain a +3 bonus to your AC. Any nonmagical armor you are wearing is treated as magical.
|A witch will often wield a broom,|
as one is a useful focus in witchcraft.
A witch is perhaps the most renowned and versatile of researchers. Their potions are coveted for healing wounds, and their poisons sought for bringing down kings. Although the magic of a witch is perhaps more subtle than the flashiness of a wizzrobe or the straightforward nature of a technomancer, it is easily the most versatile. Witchcraft includes a wide array of spells—far beyond simple medicines and poisons, they can cast spells to fling acid, enable flight, create illusions, heal wounds, and even twist dimensions.
|1st||+2||Spellcasting, Wise Defense||2||2||1st||Int modifier|
|2nd||+2||School of Research, Bonus Proficiencies, Ritual Casting, Witch's Broom||3||6||1st||+6|
|4th||+2||Ability Score Improvement, Studied Skill||4||9||2nd||+18|
|8th||+3||Ability Score Improvement, Magic Sense||4||15||4th||+42|
|10th||+4||Syrup's Medicine, Varied Learning (1)||5||18||5th||+54|
|12th||+4||Ability Score Improvement||5||21||6th||+66|
|14th||+5||Multitasking, Varied Learning (2)||5||24||7th||+78|
|16th||+5||Ability Score Improvement, Spell Resistance||5||27||8th||+90|
|18th||+6||Improved Multitasking, Varied Learning (3), Witch's Flight||5||30||9th||+102|
|19th||+6||Ability Score Improvement||5||31||9th||+108|
Starting from 2nd level, you can use a broom as the arcane focus for your researcher spells. At your DM's discretion, you can substitute a similar implement, such as a tree branch or a wooden ladle. You can attack with such an implement as though it was a club.
At 2nd level, and every researcher level you gain after this, your maximum magic points increases by 6.
At 2nd level, your witchcraft studies grant you several additional proficiencies.
You gain proficiency with bug-catching nets and seed shooters.
You gain proficiency in the Medicine skill. If you are already proficient, you may gain proficiency in another skill from the researcher list of skill proficiencies available at 1st level.
You gain proficiency in the following tools: apothecary's kit and poisoner’s kit. If you are already proficient in one of these tools, you may instead of that tool gain proficiency in any artisan tool of your choice.
You learn to read, write, and speak any one additional language of your choice.
Starting from 2nd level, you can cast a researcher spell you have learned as a ritual if that spell has the ritual tag.
At 6th level, you can gain a flying speed of 50 feet by riding a broom, or another object serving as your Witch's Broom. Flying in this manner requires concentration as if concentrating on a researcher spell, and beginning that concentration requires an action. So long as you maintain this concentration and wield the focus, you can start or stop your magical flight freely as part of your move.
Starting at 10th level, your research in witchcraft and medicines has unraveled the secrets of longevity. For every 10 years that pass, your body ages only 1 year.
At 10th level, you can incorporate other schools of magic into your own. You can learn any one researcher spell as if you were a technomancer or wizzrobe. This spell cannot exceed 5th level. It does not count against your Spells Known. Whenever you cast a spell gained with this feature, you must expend 1 more magic point than normal.
At 14th level and 18th level, you can gain a new spell that follows the same restrictions.
Starting at 14th level, you become able to mentally juggle several magical spells at once. While you are concentrating on one researcher spell, you can cast another researcher spell and concentrate on both simultaneously. The spells must both be of 3rd level or lower, and neither can be a spell you gained through your Varied Learning feature.
While doing so you only need to make one Constitution saving throw to maintain concentration on both spells when your concentration is challenged. However, you have disadvantage on this saving throw, and failing it breaks your concentration on both spells at once.
At 18th level, you better learn to concentrate on multiple spells. When using your Multitasking feature, you can simultaneously concentrate on any two spells you know of 6th level or lower.
If you are only focusing on one spell, you have advantage on any Constitution saving throw to maintain concentration on it.
Starting at 18th level, you gain a flying speed of 50 feet, which you can use without concentration and without needing a focus.
You can choose to use a focus and concentrate as with the Flying Broom feature, and in doing so your flying speed becomes 100 feet for the duration of your concentration.
At 20th level, you become a library of knowledge and a pinnacle of magical research. You can learn any one spell from any class and cast it as if it was a researcher spell.
You also gain the following benefits:
- When casting a spell you have learned with your Varied Learning feature, you do not need to expend extra magic points to do so.
- You have advantage on all Intelligence checks and all Intelligence saving throws.
- You can always accurately remember any text or scripts you have read since you acquired this feature, even if it was from a language you didn't understand.
|A wizzrobe wielding lightning magic.|
A wizzrobe is one who delves into the depths of the most destructive magic; one who cares for little other than the utter obliteration of her foes at the tendrils of fire, frost, or lightning. The deeper one dives into this school, or so they say, the less empathy and sanity remains inside you. Indeed, the very term "wizzrobe" has become so attributed to the wanton destruction that few hylians even realize not all wizzrobes are literally evil monsters.
As the name suggests, a wizzrobe often wears a robe with a hood or other headgear that conceals its face. This is most often done to conceal the wizzrobe’s identity, due to the negative connotation wizzrobes as a whole have received. Some wizzrobes choose to wear hooded robes out of tradition rather than shame, and others still eschew these garments altogether.
|1st||+2||Spellcasting, Wise Defense||2||2||1st||Int modifier|
|2nd||+2||School of Research, Bonus Proficiencies, Elemental Affinity||3||6||1st||+7|
|4th||+2||Ability Score Improvement, Studied Skill||4||9||2nd||+21|
|6th||+3||Rod Expertise, Wizzwarp||4||12||3rd||+35|
|8th||+3||Ability Score Improvement, Magic Sense||4||15||4th||+49|
|12th||+4||Ability Score Improvement||5||21||6th||+77|
|16th||+5||Ability Score Improvement, Spell Resistance||5||27||8th||+105|
|18th||+6||Piercing Magic, Weather Permeation||5||30||9th||+119|
|19th||+6||Ability Score Improvement||5||31||9th||+126|
At 2nd level, and every researcher level you gain after this, your maximum magic points increases by 7.
At 2nd level, your wizzrobe studies grant you several additional proficiencies.
You gain proficiency in the Arcana skill. If you were already proficient in this skill, you can instead gain proficiency in another skill available to researchers at 1st level.
You learn to read, write, and speak your choice of the Blin, Lizal, or Stal language.
Most wizzrobes specialize in casting a specific type of damaging magic. At 2nd level, choose cold, fire, or lightning.
When you cast a spell that inflicts damage of your chosen type, you can increase its spell save DC by 2, or gain a +2 bonus to its attack roll.
You gain resistance to your chosen damage type. If you otherwise have resistance, you also gain advantage on all saving throws to mitigate or avoid damage of that type.
Depending on your choice, however, you also gain vulnerability to a certain type of damage:
- Cold: You have fire vulnerability.
- Fire: You have cold vulnerability.
- Lightning: You have thunder vulnerability.
At 6th level, you learn to wield a type of magical rod with greater ease. Depending on the Elemental Affinity you chose at 2nd level, you can wield certain types of rods and staves without needing to expend magic points as normal:
- Cold: You gain this benefit with ice rods and ice staffs.
- Fire: You gain this benefit with fire rod sand fire staffs.
- Lightning: You gain this benefit with lightning rods and lightning staffs.
At 6th level, if you do not already have the misty step spell, you learn it. If you do already have it, you can gain another 2nd-level researcher spell you would otherwise be able to learn. In any case, this new spell does not count against your Spells Known.
You can cast misty step by expending only 1 magic point.
At 10th level, your raw magic power to blast apart enemies comes into its own.
Whenever you cast a researcher spell with a duration of "Instantaneous" that inflicts damage of the type you chose with Elemental Affinity, you increase the damage one target takes by an amount equal to your Intelligence modifier. If a saving throw success halves this spell's damage, it also halves the damage added by your Intelligence modifier.
When you cast a researcher spell that deals damage of the type you chose with Elemental Affinity, the spell ignores resistance against that damage type.
At 14th level, you gain immunity to the damage type you chose for Elemental Affinity. You are also no longer vulnerable to the correlating damage type, unless you would be for reasons not detailed under Elemental Affinity.
Starting at 18th level, researcher spells you cast ignore immunity to damage of the type you chose for Elemental Affinity at 2nd level, but instead deal half damage as though the damage was resisted.
At 18th level, your raw elemental power is so great it affects the climate in your immediate vicinity. The effect depends on the damage type you chose for Elemental Affinity at 2nd level:
- Cold: The temperature within a 200-foot radius of you plummets drastically, equivalent to the coldest day this region could feel in the depths of winter, late at night. You can choose to mitigate this effect up to normal temperatures. Any creature you mentally designate is shielded from this cold.
- Fire: The temperature within a 200-foot radius of you raises drastically, equivalent to the hottest day this region could feel in the heights of summer in the midday sun. You can choose to decrease this effect down to normal temperatures. Any creature you mentally designate is shielded from this heat.
- Lightning: A small rain cloud about 200 feet across forms over you low in the sky, but only slightly lower than the naturally occurring sky. This rain cloud provides constant shade for the vicinity in which you walk, and endlessly pours light rain at your will. It will not follow you indoors but instead flies overhead in whatever structure you enter. You can choose to mitigate the cloud entirely, or to provide pockets of sunlight through as you mentally designate.
You can choose to suppress this feature at will, and it ends automatically if you fall unconscious. The effect is gradual, taking 1 minute to form or dissipate as appropriate.
At 20th level, you ascend to a true master of elemental magic. You gain all the benefits from the features Elemental Affinity, Rod Expertise, Blast Magic, Elemental Paragon, and Piercing Magic regardless of which damage type you initially chose for Elemental Affinity.
Whenever you finish a short rest, you can choose a new type of Weather Permeation from among cold, fire, and lightning.
You have advantage on all Intelligence (Arcana) checks and Charisma (Intimidation) checks.
Prerequisites. To qualify for multiclassing into the researcher class, you must have a Intelligence score of 13 or higher.
Proficiencies. When you multiclass into the researcher class, you do not inherently gain any proficiencies.
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