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Puntos de Golpe

Dados de Golpe 1d8 por nivel

Competencias

INT

Scholar

Nivel Bonificador de Competencia Características Practica
1 + 2 Keen Intellect ScholaryPursuit 0
2 + 2 Keen Intellect ScholaryPursuit 3
3 + 2 Keen Intellect ScholaryPursuit 3
4 + 2 Keen Intellect ScholaryPursuit 3
5 + 3 Keen Intellect ScholaryPursuit 4
6 + 3 Keen Intellect ScholaryPursuit 4
7 + 3 Keen Intellect ScholaryPursuit 5
8 + 3 Keen Intellect ScholaryPursuit 5
9 + 4 Keen Intellect ScholaryPursuit 6
10 + 4 Keen Intellect ScholaryPursuit 6
11 + 4 Keen Intellect ScholaryPursuit 7
12 + 4 Keen Intellect ScholaryPursuit 7
13 + 5 Keen Intellect ScholaryPursuit 7
14 + 5 Keen Intellect ScholaryPursuit 8
15 + 5 Keen Intellect ScholaryPursuit 8
16 + 5 Keen Intellect ScholaryPursuit 8
17 + 6 Keen Intellect ScholaryPursuit 9
18 + 6 Keen Intellect ScholaryPursuit 9
19 + 6 Keen Intellect ScholaryPursuit 9
20 + 6 Keen Intellect ScholaryPursuit 9

Características de Clase

Nivel 1

Keen Intellect
ScholaryPursuit

Nivel 10

Ability Score Improvement

Nivel 11

Improved Keen intellect (d10)

Nivel 12

Ability Score Improvement

Nivel 13

Pursuit Feature

Nivel 14

Clear Mind

Nivel 15

Analytical Mind

Nivel 16

Ability Score Improvement

Nivel 17

Improved Keen Intellect (d12)

Nivel 18

Pursuit Feature

Nivel 19

Ability Score Improvement

Nivel 2

Practica

Nivel 20

True Genius

Nivel 3

Pursuit Feature

Nivel 4

Ability Score Improvement

Nivel 5

Boundless Intellect

Nivel 6

Pursuit Feature

Nivel 7

Field Research

Nivel 8

Ability Score Improvement

Nivel 9

Moment of Genius

Competencias

Armor

light

Skills

Equipo Inicial

(a) a shortsword, (b) any simple weapon, or (c) any martial weapon (if proficient)
(a) leather armor or (b) scale armor (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a scholar's pack or (b) an explorer's pack
a medical kit (Physician pursuit only)
Alternativamente, puedes empezar con: 5d4×10|5d4 × 10|Starting Gold

Características de Clase

Keen Intellect (Level 1)

At first level, you gain the ability to use your quick wits to your advantage both in and out of combat. You learn gambits that are fueled by special dice called intellect dice. Gambits allow you to bring your mind to bear in order to solve problems, and to create and exploit opportunities that others cannot see.

Gambits

You know all the gambits listed under "Gambits" below, and may learn another at a later level, unique to your Pursuit. Many gambits enhance an attack in some way. You can use only one gambit per attack.

Intellect Dice

You have a number of intellect dice equal to your Intelligence modifier (a minimum of one), which are d8s. An intellect die is expended when you use a gambit, and you regain all expended intellect dice when you finish a long rest.

Saving Throws

Some gambits require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

Gambit

Gambits

The gambits are presented in alphabetical order.

Agitating Attack

When you hit a creature with a weapon attack, you can expend one intellect die to attempt to force the creature to lose focus. You add the intellect die to the damage roll and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes before the end of your next turn.

Defensive Posture

You can expend one intellect die and take the Dodge action as a bonus action on your turn. If a creature misses you with an attack before the start of your next turn, you can use your reaction to make a weapon attack against the creature if it is within range, adding the intellect die to the attack roll.

Foiling Strike

When a creature you can see is forced to make a Strength, Dexterity, or Constitution saving throw, you can expend an intellect die and use your reaction to make a weapon attack against the creature if it is within range. If the attack hits, you add the intellect die to the damage roll of the attack, and the target has disadvantage on the saving throw.

Sage Advice

When you or another creature is preparing to take an action that requires an ability check, you can expend an intellect die and use an action to analyze the situation and give advice based on your observations and deductions. Add the number rolled on the intellect die to any creature who can hear and understand you who attempts that action within the next minute, including yourself.

Unsticky the Situation

When you fail a saving throw, you can expend an intellect die and add it to the roll, potentially turning it into a success.

ScholaryPursuit (Level 1)

At 1st level, you choose the scholarly pursuit on which you have focused your learning. Choose Explorer, Inventor, Philosopher, Physician, Planar Sage, or Tactician, detailed at the end of the class description. The pursuit you choose grants you features at 1st level, and again at 3rd, 6th, 13th, and 18th level.

Practica (Level 2)

Your studies have exposed you to research and theory on any number of subjects, but applying that knowledge to the real world requires an extra level of dedication.

Beginning at 2nd level, you master three practica of your choice. Your practica options are detailed at the end of the class description. When you gain certain scholar levels, you master new practica of your choice, as shown in the Practica column of the Scholar table.

Additionally, when you gain a level in this class, you can choose one of the practica you know and replace it with another for which you meet the requirements. You cannot replace practica that allow you to learn a language.

Pursuit Feature (Level 3)

At 3rd level, you gain another feature from your Scholarly Pursuit

Ability Score Improvement (Level 4)

At the 4th 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 DM allows the use of feats, you may instead take a feat.

Boundless Intellect (Level 5)

Beginning when you reach 5th level, you regain all of your expended intellect dice when you finish a short or long rest.

Pursuit Feature (Level 6)

At 6th level, you gain another feature from your Scholarly Pursuit

Field Research (Level 7)

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn information about its capabilities. Choose a reference creature of the same type that you have seen, and the DM tells you if the creature you are researching is equal, superior, or inferior to the reference creature in regard to two of the following characteristics of your choice:

  • Strength score

  • Dexterity score

  • Constitution score

  • Intelligence score

  • Armor Class

  • Maximum hit points

  • Total class levels (if any)

Ability Score Improvement (Level 8)

At the 8th 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 DM allows the use of feats, you may instead take a feat.

Moment of Genius (Level 9)

Beginning at 9th level, when you use a gambit you can choose to take the highest value on your intellect die instead of rolling. The intellect die is still expended as normal.

Once you use this feature, you cannot do so again until you finish a long rest.

Ability Score Improvement (Level 10)

At the 10th 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 DM allows the use of feats, you may instead take a feat.

Improved Keen intellect (d10) (Level 11)

At 11th level, your Intellect Dice are now d10s instead of d8s.

Ability Score Improvement (Level 12)

At the 12th 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 DM allows the use of feats, you may instead take a feat.

Pursuit Feature (Level 13)

At 13th level, you gain another feature from your Scholarly Pursuit

Clear Mind (Level 14)

Beginning at 14th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Analytical Mind (Level 15)

At 15th level, you can apply your Intelligence modifier instead of your Wisdom modifier to Wisdom ability checks and Wisdom saving throws.

Ability Score Improvement (Level 16)

At the 16th 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 DM allows the use of feats, you may instead take a feat.

Improved Keen Intellect (d12) (Level 17)

At 17th level, your Intellect Dice are now d12s instead of d10s.

Pursuit Feature (Level 18)

At 18th level, you gain another feature from your Scholarly Pursuit

Ability Score Improvement (Level 19)

At the 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 DM allows the use of feats, you may instead take a feat.

True Genius (Level 20)

At 20th level, your dedication to developing your mind has honed you into a true genius. The sum total of your experiences lends you an incisiveness that is unmatched. Your Intelligence score increases by 4 and your maximum Intelligence increases to 24.

Multiclase

Requisitos de Multiclase

{"int":13}

Competencias Obtenidas

Armor light
Skills Choose Elegir 1 de Animal Handling, History, Insight, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Survival
Weapons simple

Subclases

Explorer
Scholar
Inventor
Scholar
Philosopher
Scholar
Physician
Scholar
Planar Sage
Scholar
Tactician
Scholar

Características de Subclase

Explorer

Explorer (Level 1)

Scholars who choose the Explorer pursuit exemplify curiosity and adaptability. Often experts in anthropology, archaeology, or zoology, the cutting edge of their research always lies in the field. Whether plumbing the depths of an ancient ruin, making contact with an unknown people, or discovering exotic plants and animals on a remote isle, the explorer comes armed with the worldly knowledge to best handle the situation.

Bonus Proficiencies

You are proficient in Wisdom saving throws if scholar is your first class.

Additionally, when you choose this pursuit at 1st level, you gain additional proficiencies and learn additional languages of your choice. Choose any four of the following:

  • Cartographer's tools

  • Land vehicles

  • Navigator's tools

  • Water vehicles

  • Any martial weapon (may be selected multiple times)

  • Any language (may be selected multiple times)

Adaptable (Level 3)

At 3rd level, you can recalibrate and refocus your mind to adapt to the task and environment at hand by drawing upon past studies and your own insights. You learn one additional practicum for which you meet the requirements. Whenever you finish a short or long rest, you can replace this bonus practicum with another for which you meet the requirements.

Jack of All Trades (Level 6)

At 6th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Gambit: Fool Me Once (Level 13)

At 13th level, you learn the fool me once gambit. When you take damage, you can expend an insight die and use your reaction to reduce the damage by the amount rolled and gain one of the following benefits for 1 minute:

  • You gain resistance to damage of that type. This does not apply to the triggering damage.

  • If the damage was inflicted by an attack, the attacker has disadvantage on all future attack rolls against you.

  • If the damage was caused by an effect that triggered a saving throw, you have advantage on future saving throws that target that ability.

Rapid Adjustment (Level 18)

At 18th level, you can use an action to replace the bonus practicum granted by the adaptable feature with another one for which you meet the requirements. You can't use this feature again until you finish a long rest.

Inventor

Inventor (Level 1)

The Inventor pursuit is taken up by scholars who are creators at heart. More than mere artisans, Inventors draw upon their intellect and a broad array of tools and disciplines to create things which are wholly new.

Bonus Proficiencies

You are proficient in Dexterity saving throws if scholar is your first class.

Additionally, when you choose this pursuit at 1st level, you gain proficiency in tinker's tools, and you can add half your proficiency bonus, rounded down, to any ability check you make using a tool that doesn't already include your proficiency bonus.

Invention (Level 3)

At 3rd level, you complete your first invention, and you complete additional inventions at 6th, 13th, and 18th level.

For each invention, choose either a clockwork companion, combat device, improved tool, skill aid, or weapon. Each invention type is detailed at the end of the pursuit description with instructions for determining its capabilities. When you gain a level in this class, you can change the properties of one of your inventions, but not its type.

As devices on the cutting edge of technology, your inventions require you to perform regular maintenance to remain in working order. You can perform this maintenance on all of your inventions during a long rest. Though you must maintain your own inventions, you can teach another creature with an Intelligence score of 7 or higher how to properly use an invention of yours during a short rest.

The nature and description of your inventions are up to you and your DM to determine. Be creative, but make sure that you and your DM understand the logic of the creation.

Ingenuity (Level 6)

Beginning at 6th level, you can spend 1 minute improvising a set of artisan's tools, a disguise kit, navigator's tools, thieves' tools, or a piece of adventuring gear from materials found nearby. An item improvised in this way can be used once before it breaks.

At your DM's discretion, an area may not be furnished with enough materials to replicate certain items. Alternatively, the materials you find may be of sufficient quality that the item does not break after use, and the improvised item can be maintained alongside your inventions.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain all uses at the end of a long rest.

Second Invention (Level 6)

At 6th level, you can create your second invention.

Gambit: Field Repair (Level 13)

At 13th level, you learn the field repair gambit. As an action, you can expend an intellect die to either attempt to reset or repair an invention so that it can be used again, or use your ingenuity feature.

To succeed, you must pass a DC 15 Intelligence ability check, adding the intellect die to the roll.

Third Invention (Level 13)

At 13th level, you can create your third invention.

Fourth Invention (Level 18)

At 18th level, you can create your fourth invention.

Masterpiece (Level 18)

At 18th level, choose one of your inventions to become your masterpiece. You perfect its design and no longer need to maintain it during a long rest. You can spend 8 hours making a copy of the invention if you have the requisite materials.

Philosopher

Philosopher (Level 1)

Scholars who choose the Philosopher pursuit walk varied paths. Some are teachers or advisers. Some are leaders in their own right. What they share in common is that above all they are devoted to the study of their fellow humanoids, and particularly to how they think.

Bonus Proficiencies

You are proficient in Wisdom saving throws if scholar is your first class.

Additionally, at 1st level you gain proficiency with one of the following skills of your choice: Deception, Insight, Intimidation, or Persuasion.

Your proficiency bonus is doubled for any ability check you make that uses that skill.

Ironclad Insight (Level 3)

Beginning at 3rd level, your understanding of the sapient mind gives you an instinctive measure of defense in combat. You gain a bonus to your AC equal to your Wisdom modifier as long as you are wearing light or no armor.

Gambit: Forceful Presence (Level 6)

At 6th level you learn the forceful presence gambit. While conversing with a creature that isn't hostile to you, you can expend an intellect die as part of a Deception, Intimidation, or Persuasion ability check you make to interact with that creature. Add the intellect die to your ability check roll, and if you beat the creature's opposing Wisdom (Insight) check the creature becomes charmed by you if you rolled Deception or Persuasion, or frightened of you if you rolled Intimidation. This condition lasts as long as you remain in the creature's presence, and for 10 minutes afterward. The charmed condition ends early if you or your companions do anything harmful to the target.

Logic (Level 13)

Beginning at 13th level, when you make a Charisma ability check using a skill in which you are proficient, you can add your Intelligence modifier instead of your Charisma modifier to the roll.

Unmatched Authority (Level 18)

Starting at 18th level, you can use the forceful presence gambit as an action even if the target is hostile. Additionally, when you use the sage advice gambit you can treat an intellect die roll lower than your Intelligence modifier as your Intelligence modifier.

Physician

Physician (Level 1)

The Physician pursuit is chosen by scholars who wish to apply their minds to the art of healing. They use their extensive and specialized knowledge to accomplish feats of healing and restoration usually only possible with magic.

Bonus Proficiencies

You are proficient in Constitution saving throws if scholar is your first class.

Additionally, at 1st level you gain proficiency with the Medicine skill and you can use your Intelligence modifier instead of your Wisdom modifier when making Medicine checks.

Medical Kit

When you choose this pursuit at 1st level, you gain the ability to use a medical kit that enhances your Medicine checks and allows you to administer treatments to yourself and others. Your medical kit allows you to administer treatments by spending treatment points, of which you have a number equal to two times your scholar level. You regain all expended treatment points when you finish a long rest. A full list of treatments can be found at the end of the pursuit description.

While you have your medical kit in hand, your proficiency bonus is doubled when you make a Medicine ability check.

Tailored Treatment (Level 3)

At 3rd level, you gain the ability to tailor your treatments to suit the circumstances at hand. You can only use one of the options below on a single treatment.

Double Dose

When you administer a treatment that has a duration of at least 1 minute, you can spend 2 treatment points to double its duration.

Methodical Administration

When you restore hit points with a treatment, you can spend 2 treatment points to reroll a number of the healing dice up to your Intelligence modifier (minimum of one). You must the new rolls.

Preparation

You can prepare a treatment ahead of time that usually takes 1 action to administer. This requires one minute and 1 additional treatment point. You can administer a treatment prepared in this way as a bonus action instead of an action. Additional treatment points spent to increase the potency of the treatment must be spent during the preparation process. A prepared treatment loses its potency after 8 hours.

Gambit: Preventative Medicine (Level 6)

At 6th level, you gain the preventative medicine gambit. When an ally you can see fails a saving throw, you can use your reaction and expend an insight die to add it to your ally's saving throw, possibly turning it into a success.

The ally must be within 5 feet of you to gain this benefit, and you can move up to half your speed as part of your reaction to reach this distance.

If the saving throw was triggered by an area effect, and your movement takes you into the affected area, you suffer any effects as if you were in the area at the moment the saving throw was triggered.

Infecting Solution (Level 13)

Starting at 13th level, you can spend 8 treatment points and use your medical kit to create a solution infected with a natural disease. The solution is clear, odorless, and flavorless and can be poured into a drink or on to food. Alternatively, is can be coated onto a weapon or piece of ammunition that deals piercing or slashing damage. In either case, the solution loses its potency after 1 hour. The solution is sufficient to infect one creature.

Once infected, either by ingestion or by taking damage from a coated weapon, a creature is afflicted with a nonmagical equivalent of the contagion spell. The save DC for resisting the effects of the solution is the same as your gambit save DC.

When you create the solution, you choose which disease it inflicts from the diseases listed in the *contagion* spell.

Double Shift (Level 18)

At 18th level, once per day when you finish a short rest, you can recover a number of expended medicine points equal to half your scholar level.

Planar Sage

Planar Sage (Level 1)

Planar Sages stand furthest apart among scholars who follow their various pursuits. The study of planes beyond the Prime Material carries the inherent danger of encountering otherworldly creatures with great powers. To survive these encounters, a Planar Sage must draw upon not just lore, but magic of all types, from the arcane to the divine.

Bonus Proficiencies

You are proficient in Wisdom saving throws if scholar is your first class.

Additionally, at 1st level you become proficient in either Arcana or Religion. Your proficiency bonus is doubled for any ability check you make that uses that skill. You also learn one of the following languages of your choice: abyssal, celestial, infernal, primordial, or sylvan.

Spellcasting (Level 3)

When you reach 3rd level, you augment your knowledge with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. The Planar Sage's spell list is at the end of the pursuit description.

Cantrips

You learn three cantrips of your choice from the Planar Sage's spell list. You learn additional cantrips from the Planar Sage's spell list at 6th and 13th level.

Spellbook

At 3rd level, once you acquire your first spellbook, you can scribe into it three 1st-level Planar Sage's spells of your choice.

Preparing and Casting Spells

The Planar Sage Spellcasting table shows how many spell slots you have to cast you spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Planar Sage spells that are available for you to cast. To do so, choose a number of Planar Sage spells from your spellbook equal to your Intelligence modifier + half your scholar level (minimum of one spell). The spells must be of a level for you have spell slots.

For example, if you're a 7th-level scholar, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell protection from evil and good, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Planar Sage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Planar Sage spells, since you learn your spells through 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 Planar Sage spell you cast and when making an attack roll with one.

Spell

Spell

Spellcasting Focus

You can use an arcane focus or a holy symbol (found in chapter 5 of the Player's Handbook) for your Planar Sage spells.

Learning Spells of 1st-Level and Higher

Each time you gain a scholar level, you can add one Planar Sage's spell of your choice to your spellbook. This spell must be of a level for which you have spell slots, as shown on the Planar Sage Spellcasting table. On your adventures, you might find other spells that you can add to your spellbook.

Gambit: Planes Hunter (Level 6)

At 6th level, you learn the planes hunter gambit. When you target a celestial, elemental, fey, fiend, or undead creature with an attack, you can expend an intellect die and add it to the attack roll. Alternatively, if you cast a spell or use a scholar feature that forces a creature of one of those types to make a saving throw, you can expend an intellect die and subtract it from the creature's saving throw.

In either case, you must expend the intellect die before the attack or saving throw is rolled.

Advanced Planar Magic (Level 13)

When you reach 13th level, you add the plane shift spell and one other spell from the list below to your spellbook. You can cast each of these spells once without using a spell slot. You must finish a long rest before you can do so again.

Choose one of the following: dispel evil and good, planar binding, forbiddance, or planar ally.

Planes Tripper (Level 18)

When your reach 18th level, you add either the astral projection or gate spell to your spellbook. You can cast this spell once without using a spell slot. You must finish a long rest before you can do so again.

Tactician

Tactician (Level 1)

Scholars of the Tactician pursuit have focused their minds on the art and skill of combat. By honing their techniques and studying their enemies, Tacticians become formidable presences on any battlefield.

Bonus Proficiencies

You are proficient in Dexterity saving throws if scholar is your first class.

Additionally, at 1st level you gain proficiency with medium armor, shields, and martial weapons.

Fighting Style (Level 3)

At 3rd level, you adopt a particular fighting style 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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Gambit: Study Foe (Level 6)

At 6th level, you learn the study foe gambit. You can expend an intellect die as a bonus action to begin studying a creature you can see. You analyze its movements and fighting style in order to avoid its attacks.

For 1 hour, the studied creature has disadvantage on attack rolls that target only you. When the creature attempts to take an action, you can use your reaction to make a weapon attack against it, adding your intellect die to the attack roll. If the attack hits, the creature loses its action for the turn, including any resources it spent as part of the interrupted action, such as a spell slot. Whether you hit or miss, your study foe effect ends immediately.

The study foe effect also ends early if you are incapacitated or if you use this gambit on a different creature.

Force Multiplier (Level 13)

Beginning at 13th level, you can use an action to enter an observant state that allows you to analyze the battlefield. For the duration, whenever you or an ally that can see and hear you takes the attack action, you can point out an opening, allowing the target to take one additional attack as part of that action. Additionally, on your turn you can use a bonus action to command an ally that can see and hear you to use its reaction to attack a creature within range. Attacks granted by this feature are made with advantage.

The observant state ends after 1 minute, or after you've granted a number of attacks equal to your Intelligence modifier (minimum of 1). Once you use this feature, you can't use it again until you finish a long rest.

Tenacious Intellect (Level 18)

Starting at 18th level, when you roll initiative and have no intellect dice remaining, you regain one intellect die.