Punti Ferita
Competenze
Warrior-Sage
| Livello | Bonus di Competenza | Caratteristiche | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Grant Desire Natural Armor Resilience | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Grant Desire Natural Armor Resilience | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Grant Desire Natural Armor Resilience | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Grant Desire Natural Armor Resilience | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Grant Desire Natural Armor Resilience | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Grant Desire Natural Armor Resilience | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Grant Desire Natural Armor Resilience | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Grant Desire Natural Armor Resilience | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Grant Desire Natural Armor Resilience | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Grant Desire Natural Armor Resilience | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Grant Desire Natural Armor Resilience | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Grant Desire Natural Armor Resilience | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Grant Desire Natural Armor Resilience | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Grant Desire Natural Armor Resilience | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Grant Desire Natural Armor Resilience | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Grant Desire Natural Armor Resilience | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Grant Desire Natural Armor Resilience | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Grant Desire Natural Armor Resilience | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Grant Desire Natural Armor Resilience | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Grant Desire Natural Armor Resilience | 4 | 3 | 3 | 3 | 2 |
Incantesimi di Classe
Caratteristiche di Classe
Livello 1
Livello 10
Livello 11
Livello 12
Livello 14
Livello 15
Livello 16
Livello 18
Livello 19
Livello 2
Livello 20
Livello 3
Livello 4
Livello 5
Livello 6
Livello 7
Livello 8
Progressione Incantatore
Competenze
light
medium
heavy
shield
simple
martial
Equipaggiamento Iniziale
Caratteristiche di Classe
Grant Desire (Level 1)
Though only the Noble Genies can grant actual wishes, many of their kin (and those who follow their teachings) learn to alter reality in subtle ways.
As a bonus action, you can choose one of the following effects:
You alter your skin, eye and hair color as you choose, and can increase or lower your height by up to 1 foot. This effect lasts 1 hour.
You increase your walking speed by 10 feet. This effect lasts 1 minute.
You cast the silent image spell without components and without consuming a spell slot. When cast in this way, the spell's duration is reduced to one minute.
You may use this ability once per point of proficiency bonus, and recover any expended use upon completion of a long rest.
Natural Armor (Level 1)
Just like the mythical genies themselves, your combination of bulk and muscle have become reinforced by raw elemental energies. As you gain body mass, your magical protection also hardens your flesh against outside threats.
While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Resilience (Level 1)
When you take damage, you may use a reaction to reduce the damage by an amount equal to your proficiency bonus + your warrior-sage level. If the triggering damage was acid, cold, fire, lightning or thunder damage, you also deal an extra d6 damage of the same damage type on the next melee or thrown weapon attack made before the end of your next turn.
You may use this feature once, and recover any expended use upon completion of a long rest.
At 7th level, you may use this feature twice between long rests. At 18th level, you may use this feature three times between long rests.
Lore-Bearer (Level 2)
Genies, regardless of their origin, are known as storytellers almost without equal. During your travels, you may have also picked up a few pieces of unique knowledge to call your own. Starting at 2nd level, you may use your Charisma modifier on any ability check that would normally use your Intelligence modifier.
Planar Weapon (Level 2)
Genies-- and the allies worthy of their secrets-- learn to draw upon untold power to bathe their weapons in raw elemental energies. Some warrior-sages call upon chaotic, roiling forces that may even appear alive. Others imbue their blades with a more controlled, subtle glow, leaving spectral after-images with every movement.
At 2nd level, you may consume a spell slot as a bonus action to wreathe your weapon in magical power. For 1 minute, you deal extra damage the first time you hit a creature with a weapon attack in a turn. The damage dealt is acid, cold, fire or lightning damage- you choose when you use this ability. The damage type remains the same until the next time you use this ability.
In addition, any melee weapon that you wield, if it does not have the reach trait or the thrown weapon property, it gains the thrown weapon property during this duration with a range of 20/60. While this ability is active, any weapon thrown by you immediately flies back to your hand after each attack.
The extra damage is 1d6 for a first level spell slot, 1d8 damage for a second level spell slot, 1d10 damage from a third level spell slot, 2d6 damage from a fourth level spell slot, and 2d8 damage from a fifth level spell slot.
Spellcasting (Level 2)
By 2nd level, you have become a living conduit to the elemental planes. The Warrior-Sage spell list is at the end of this class description.
Preparing and Casting Spells
The Warrior-Sage table shows how many spell slots you have to cast your spells. To cast one of your warrior-sage spell list of 1st level or higher, 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 warrior-sage spells that are available for you to cast, choosing from the warrior-sage spell list. When you do so, choose a number of warrior-sage spells equal to your Charisma modifier + half your warrior-sage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level warrior-sage, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands, 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 warrior-sage spells requires time spent in quiet reflection: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your warrior-sage spells, since their power comes from your control of the elements through force of will. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warrior-sage spell you cast and when making an attack roll with one.
Spell
Spell
Spellcasting Focus
You can use a piece of jewelry made of precious metal (such as silver, gold or platinum) as a spellcasting focus for your warrior-sage spells. This includes such objects as rings, amulets, necklaces, and bracelets, for example.
Aspect (Level 3)
Warrior-Sages carry a great deal of power over the elements. That said, the strongest amongst them tend to focus their connection on one elemental aspect above all others.
If your cohort is being created as a player character (or if it is meant to have an equivalent power level) then at 3rd level, you choose your subclass-- the Dao, the Djinni, the Efreeti, or the Marid. Aspect options are detailed at the end of this class description.
Your choice grants you features at 3rd level and again at 7th, 10th and 15th level. Those features include Aspect spells.
Aspect Spells
Each aspect has a list of associated spells. You gain access to these spells at the levels specified in the aspect description. Once you gain access to an aspect spell, you always have it prepared. Aspect spells don't count against the number of spells you can prepare each day.
If you gain an aspect spell that doesn't appear on the warrior-sage spell list, the spell is nonetheless a warrior-sage spell for you.
Ageless Technique (Level 3)
Genies and their ilk carry with them the wisdom of the ages- behind their toughened flesh and hearty laughs lies the knowledge of countless battle techniques. Just as important, however, is a warrior-sage's ability to look beyond the present, establishing the extreme focus required to execute said maneuvers.
Starting at 3rd level, a warrior-sage can use their move action to remain in place and focus. In exchange, the next melee or thrown weapon attack made by the warrior-sage gains advantage as long as it is made before the end of their next turn.
There is no limit to the number of times a warrior-sage may use this ability. This ability cannot be used if any part of the warrior-sage's movement has been used this turn.
Ability Score Improvement (Level 4)
When you reach 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.
Extra Attack (Level 5)
At 5th level, you may attack twice, rather than once, when using the Attack action.
Might of the Elements (Level 6)
Warrior-Sages take on more than just the teachings of the genies- in time they gain the supreme strength and effortless flight of their forebears.
Starting at 6th level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. This does not stack with the Powerful Build trait.
In addition, you gain a flying speed of 60 feet. If you previously had a flying speed (such as from the genie race) you no longer fall at the end of your turn while aloft.
Aspect Feature (Level 7)
At 7th level, you gain a feature granted by your Aspect.
Resilience (2) (Level 7)
Starting at 7th level, you can use this feature twice between long rests.
Ability Score Improvement (Level 8)
When you reach 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.
Aspect Feature (Level 10)
At 10th level, you gain a feature granted by your Aspect.
Planar Conduit (Level 11)
As your connection to the elemental planes grow, so do the possibilities at your fingertips. Your unfettered might courses through any weapon in your hands so long as you allow it.
Starting at 11th level, all of your melee and thrown weapon attacks deal an extra 1d8 damage on a hit. This damage is acid, cold, fire or lightning- you may change the damage type without an action, but only during your turn and only once per round.
In addition, your planar weapon damage increases (though still only affects the first time you hit with a weapon attack in a round.) The bonus damage is now 1d8 when consuming a first level spell slot, 1d10 for a second level spell slot, 2d6 for a third level spell slot, 2d8 for a fourth level spell slot, and 2d10 for a fifth level spell slot.
From now on, any bonus damage dealt with this ability, or from your planar weapon ability, ignores damage resistance but not immunity.
Ability Score Improvement (Level 12)
When you reach 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.
Plane Shift (Level 14)
At 14th level, you gain the ability to cast the plane shift spell without consuming a spell slot. If your destination is on the Material Plane or one of the Elemental Planes (such as the Elemental Planes of Air, Earth, Fire, or Water), then you do not require any material components to cast the spell in this way.
You may instead cast the teleport spell using this ability if your destination is on your current plane of existence.
You may use this ability once, and recover any expended use upon completion of a long rest.
Aspect Feature (Level 15)
At 15th level, you gain a feature granted by your Aspect.
Ability Score Improvement (Level 16)
When you reach 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.
Resilience (3) (Level 18)
Starting at 18th level, you can use this feature three times between long rests.
Ability Score Improvement (Level 19)
When you reach 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.
Wishmonger (Level 20)
Starting at 20th level, you may use your wish-granting abilities as an action to summon the effect of one spell that is 3rd level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.
You may use this ability twice, and recover any expended use upon completion of a long rest.
Alternatively, you may cast a single spell that is 6th level of lower instead of the above (the same conditions apply, however). You must have both uses of this ability available in order to cast a spell of 4th level or higher in this way, and you consume both uses in order to do so.
Once you use this ability to cast a spell of 4th level or higher, you cannot cast another 4th level or higher spell in this way until you finish 1d4 long rests.
Sottoclassi
Caratteristiche Sottoclasse
Dao
Dao (Level 3)
The Dao are known for their resilience just as much as their ruthlessness. Through hardened flesh and bold determination, the Dao remain standing even where other genies might falter. They also possess considerable skill with regards to summoning and banishment magic. All the better for controlling those who either serve them, or those brash enough to oppose their might.
Aspect Spells
3rd-level Dao Feature
You gain aspect spells at the warrior-sage levels listed.
| Warrior-Sage Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Wishmaker
3rd-level Dao Feature
Starting at 3rd level, you gain the ability to reserve a small portion of any arcane energy you expend, using it to fuel other abilities.
Whenever you cast a warrior-sage spell using a spell slot, or consume a spell slot for your planar weapon ability, you gain one will point. When you complete a long rest, your total number of will points resets to zero.
As a bonus action, you may consume will points to gain temporary hit points. When you do so, you gain three temporary hit points per will point spent. You may spend up to one will point per point of proficiency bonus whenever you use this ability.
Each warrior-sage subclass provides an additional way to spend the will points gained from this ability.
Belligerent Flesh
3rd-level Dao Feature
At 3rd level, you can use will points from the wishmaker ability to resist ill effects. Whenever you are forced to make a saving throw, you may spend at least one will point before making the roll. You gain a bonus on the saving throw equal to the number of will points spent in this way.
You may spend up to one will point per point of proficiency bonus whenever you use this ability.
Earthen Lord
3rd-level Dao Feature
Starting at 3rd level, when using a two-handed weapon (or a versatile weapon in two hands) and standing on solid ground, you gain a +1 bonus to AC.
Appeal to Power (Level 7)
7th-level Dao Feature
Beginning at 7th level, whenever you use your ageless technique ability, you may choose any number of creatures within your melee weapon's reach. Each of those creatures must make a Wisdom saving throw against your spellcasting save DC or become frightened for 1 minute.
At the end of each of its turns, an affected target can make another Wisdom saving throw, ending the frightened condition on a success.
You may use this ability once per point of proficiency bonus, and recover any expended use upon completion of a long rest.
Terran Heritage (Level 10)
10th-level Dao Feature
At 10th level, you gain resistance to acid damage. In addition, whenever you critically hit a creature, that creature must make a Wisdom saving throw against your spellcasting save DC. On a failure, that creature becomes stunned until the end of your next turn.
From Beneath the Earth (Level 15)
15th-level Dao Feature
Starting at 15th level, whenever you use your resilience ability, you gain a number of temporary hit points equal to half your warrior-sage level, rounded up. These temporary hit points take effect immediately after you take the reduced damage from that ability, but only if you are still conscious.
Djinni
Djinni (Level 3)
Of all the known genies, none are as well-known (or, in some cases, as openly welcomed) as the Genies of Air. Djinn can be bold and at times vain, but their companionship is rarely passed over willingly. Their exceptional speed and skill make them formidable servants to those powerful enough to entrap them. Their love of life, however, makes them even more valuable as friends and compatriots.
Aspect Spells
3rd-level Djinni Feature
You gain aspect spells at the warrior-sage levels listed.
| Warrior-Sage Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Wishmaker
3rd-level Djinni Feature
Starting at 3rd level, you gain the ability to reserve a small portion of any arcane energy you expend, using it to fuel other abilities.
Whenever you cast a warrior-sage spell using a spell slot, or consume a spell slot for your planar weapon ability, you gain one will point. When you complete a long rest, your total number of will points resets to zero.
As a bonus action, you may consume will points to gain temporary hit points. When you do so, you gain three temporary hit points per will point spent. You may spend up to one will point per point of proficiency bonus whenever you use this ability.
Each warrior-sage subclass provides an additional way to spend the will points gained from this ability.
Sudden Step
3rd-level Djinni Feature
You may use your will points from the wishmaker ability to teleport short distances and perforate your foes. At 3rd level, you may, as an action during your turn, spend at least one will point. Choose any number of creatures within 20 feet of you that you can see. Those creatures must make a Dexterity saving throw against your spellcasting save DC. Creatures who fail their saves take 1d4 force damage per will point spent (such as 2d4 damage when spending two will points, and so on).
Then you may choose an unoccupied space up to 5 feet away from you per will point spent. You teleport to that space as a part of this action.
You may spend up to one will point per point of proficiency bonus whenever you use this ability.
Thunder Lord
3rd-level Djinni Feature
At 3rd level, you may choose to deal thunder damage with your planar weapon ability instead of the other available damage types. When you reach 11th level, you may choose to deal thunder damage with the planar conduit ability as well.
Carry the Storm (Level 7)
7th-level Djinni Feature
Starting at 7th level, whenever you deal lightning or thunder damage to a creature with a melee or thrown weapon attack, you may force that creature to make a Wisdom saving throw against your spellcasting save DC. On a failed save, the creature becomes deafened and restrained for 1 minute. At the end of each of their turns, that creature may make a new saving throw against this effect, ending it on a success.
You may use this ability once per point of proficiency bonus, and you recover any expended use upon completion of a long rest.
Auran Avatar (Level 10)
10th-level Djinni Feature
At 10th level, you gain resistance to lightning damage. In addition, whenever you teleport at least 10 feet through the use of a spell or ability, you gain a +1 bonus to your attack rolls and armor class until the end of your next turn.
From Above the Skies (Level 15)
15th-level Djinni Feature
Starting at 15th level, whenever you have advantage on an attack roll, you can reroll one of the dice once.
Efreeti
Efreeti (Level 3)
Through ember-sheathed blades and crimson flames, the efreeti are said to carve through their enemies with ease. Even amongst the genies, the martial efreeti are known for their effectiveness with both sword and spell. Thankfully, their kind seem to have little ambition to conquer the Material Plane.
Aspect Spells
3rd-level Efreeti Feature
You gain aspect spells at the warrior-sage levels listed.
| Warrior-Sage Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th | conjure elemental (fire elemental only), dominate person |
Wishmaker
3rd-level Efreeti Feature
Starting at 3rd level, you gain the ability to reserve a small portion of any arcane energy you expend, using it to fuel other abilities.
Whenever you cast a warrior-sage spell using a spell slot, or consume a spell slot for your planar weapon ability, you gain one will point. When you complete a long rest, your total number of will points resets to zero.
As a bonus action, you may consume will points to gain temporary hit points. When you do so, you gain three temporary hit points per will point spent. You may spend up to one will point per point of proficiency bonus whenever you use this ability.
Each warrior-sage subclass provides an additional way to spend the will points gained from this ability.
Ember Wall
3rd-level Efreeti Feature
You may spend will points from the wishmaker ability to burn your foes and hamper their movements. At 3rd level you may, as an action during your turn, choose a five-foot square within 60 feet of you that you can see and spend at least one will point. You may create 10-foot high pillars of flame in a 15-foot wide cube or a 25-foot line with the targeted square in the center of either formation. A creature who starts their turn in the area, or enters the area for the first time in a turn, must make a Dexterity saving throw against your spellcasting save DC or take 1d6 fire damage per will point spent in this way.
The pillars of flame last for two rounds. You may spend up to one will point per point of proficiency bonus whenever you use this ability.
Hand of Brass
3rd-level Efreeti Feature
At 3rd level, whenever you wield a two-handed melee weapon, or a versatile weapon in both hands, you get a +1 bonus to damage rolls with that weapon.
Obsidian Advocate (Level 7)
7th-level Efreeti Feature
Starting at 7th level, you may cast the fire bolt cantrip as a bonus action. You also learn the fire bolt cantrip if you do not already know it.
You may cast fire bolt as a bonus action once per point of proficiency bonus, and recover any expended use upon completion of a long rest.
Ignan Mastery (Level 10)
10th-level Efreeti Feature
At 10th level, you gain resistance to fire damage. In addition, whenever you deal fire damage, you overcome resistance (but not immunity) to that damage type.
From Within the Flames (Level 15)
15th-level Efreeti Feature
Whenever you deal fire damage to a creature with a weapon attack, you may force that creature to make a Constitution saving throw against your spellcasting save DC. A creature with fewer than half of their maximum hit points remaining makes this save with disadvantage. A creature that fails this save takes 2d6 fire damage at the start of each of their turns. At the end of each of their turns, that creature may make a new saving throw against this effect, ending it on a success.
You may use this ability once per point of proficiency bonus, and recover any expended use upon completion of a long rest.
Marid
Marid (Level 3)
Genies may be wondrous to behold, but few are as enigmatic or as potentially bizarre as the marids. Their mastery of watery depths is second to none, with both their coral fortresses and minds being all but unassailable. Their skill often lies in controlling the battlefield from a distance before closing in on the remnants of their enemies.
Aspect Spells
3rd-level Marid Feature
You gain aspect spells at the warrior-sage levels listed.
| Warrior-Sage Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Wishmaker
3rd-level Marid Feature
Starting at 3rd level, you gain the ability to reserve a small portion of any arcane energy you expend, using it to fuel other abilities.
Whenever you cast a warrior-sage spell using a spell slot, or consume a spell slot for your planar weapon ability, you gain one will point. When you complete a long rest, your total number of will points resets to zero.
As a bonus action, you may consume will points to gain temporary hit points. When you do so, you gain three temporary hit points per will point spent. You may spend up to one will point per point of proficiency bonus whenever you use this ability.
Each warrior-sage subclass provides an additional way to spend the will points gained from this ability.
Clutch of the Sea
3rd-level Marid Feature
You may spend will points from the wishmaker ability to stymie your foes. At 3rd level, as an action during your turn, you may choose a creature within 60 feet of you that you can see and spend at least one will point. That creature must make a Wisdom saving throw against a DC of 8 + two times the number of will points spent in this way. On a failure, that creature suffers the effects of the slow spell, except they are the sole target, and you do not need to concentrate to maintain this ability. An affected creature may roll a new Wisdom saving throw at the end of each of their turns, ending the effect on a success.
You may spend up to one will point per point of proficiency bonus whenever you use this ability.
Lord of the Trident
3rd-level Marid Feature
At 3rd level, whenever you wield a weapon with the thrown property, its range is increased to 30/90 at minimum, and you gain a +1 bonus to attack rolls with that weapon.
Tidal Throw (Level 7)
7th-level Marid Feature
Starting at 7th level, you may, as an action during your turn, throw your weapon with a surge of water to accompany it. Each creature in a 60-foot, 5-foot wide line emanating from you must make a Dexterity saving throw against your spellcasting save DC. On a failure, a creature takes 4d6 damage of the same damage type as the thrown weapon, and if it is Huge sized or smaller, it gets pushed 20 feet away from you and is knocked prone. On a success, a creature takes half damage, but is neither pushed nor knocked prone.
You may use this ability twice, and recover any expended use upon completion of a long rest.
Aquan Fury (Level 10)
10th-level Marid Feature
At 10th level, you gain resistance to cold damage. In addition, whenever you deal bonus damage to a creature with your planar weapon ability, you may choose another creature within 5 feet of the original target. That creature takes damage equal to your proficiency bonus. The damage dealt is the same damage type as the triggering bonus damage.
From Beyond the Depths (Level 15)
15th-level Marid Feature
Starting at 15th level, whenever you hit a creature with a melee or thrown weapon attack, you may force that creature to make a Strength saving throw against your spellcasting save DC. On a failure, that creature takes extra weapon damage as though critically hit, and is knocked prone.
You may use this ability once per point of proficiency bonus, and recover any expended use upon completion of a long rest.
In addition, you always have advantage on attack rolls against creatures with the prone condition, even if you are not within 5 feet of them.