SIGNING IN

Hit Points

Hit Dice 1d8 per level

Proficiencies

INT , DEX

Votarist

Level Proficiency Bonus Features Cantrips Known Spells Known
1 + 2 Grand Pursuits Tool Expertise 0 0
2 + 2 Grand Pursuits Tool Expertise 1 2
3 + 2 Grand Pursuits Tool Expertise 1 3
4 + 2 Grand Pursuits Tool Expertise 1 3
5 + 3 Grand Pursuits Tool Expertise 1 4
6 + 3 Grand Pursuits Tool Expertise 2 4
7 + 3 Grand Pursuits Tool Expertise 2 5
8 + 3 Grand Pursuits Tool Expertise 2 5
9 + 4 Grand Pursuits Tool Expertise 2 6
10 + 4 Grand Pursuits Tool Expertise 2 6
11 + 4 Grand Pursuits Tool Expertise 2 7
12 + 4 Grand Pursuits Tool Expertise 2 7
13 + 5 Grand Pursuits Tool Expertise 3 8
14 + 5 Grand Pursuits Tool Expertise 3 10
15 + 5 Grand Pursuits Tool Expertise 3 10
16 + 5 Grand Pursuits Tool Expertise 3 11
17 + 6 Grand Pursuits Tool Expertise 3 11
18 + 6 Grand Pursuits Tool Expertise 3 15
19 + 6 Grand Pursuits Tool Expertise 3 16
20 + 6 Grand Pursuits Tool Expertise 3 17

Spell Slots per Spell Level

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th
1 + 2 Grand Pursuits Tool Expertise 0 0 0 0 0 0
2 + 2 Grand Pursuits Tool Expertise 2 0 0 0 0 0
3 + 2 Grand Pursuits Tool Expertise 2 0 0 0 0 0
4 + 2 Grand Pursuits Tool Expertise 2 0 0 0 0 0
5 + 3 Grand Pursuits Tool Expertise 4 2 0 0 0 0
6 + 3 Grand Pursuits Tool Expertise 4 2 0 0 0 0
7 + 3 Grand Pursuits Tool Expertise 4 3 0 0 0 0
8 + 3 Grand Pursuits Tool Expertise 4 3 0 0 0 0
9 + 4 Grand Pursuits Tool Expertise 4 3 2 0 0 0
10 + 4 Grand Pursuits Tool Expertise 4 3 2 0 0 0
11 + 4 Grand Pursuits Tool Expertise 4 3 3 0 0 0
12 + 4 Grand Pursuits Tool Expertise 4 3 3 0 0 0
13 + 5 Grand Pursuits Tool Expertise 4 3 3 1 0 0
14 + 5 Grand Pursuits Tool Expertise 4 3 3 1 1 0
15 + 5 Grand Pursuits Tool Expertise 5 3 3 1 1 0
16 + 5 Grand Pursuits Tool Expertise 5 3 3 1 1 0
17 + 6 Grand Pursuits Tool Expertise 5 3 3 1 1 0
18 + 6 Grand Pursuits Tool Expertise 5 3 3 3 2 1
19 + 6 Grand Pursuits Tool Expertise 5 3 3 3 2 1
20 + 6 Grand Pursuits Tool Expertise 5 3 3 3 2 1

Class Spells

Booming Blade|TCE Light Ray of Frost Shocking Grasp Create Bonfire|XGE Mage Hand Green Flame Blade|TCE Catapult|XGE Earth Tremor|XGE Grease Ice Knife|XGE Identify Shield Aganazzar's Scorcher|XGE Alter Self Blindness/Deafness Blur Darkvision Dust Devil|XGE Enlarge/Reduce Knock Locate Object Shatter Counterspell Flame Arrows|XGE Leomund's Tiny Hut Melf's Minute Meteors|XGE Phantom Steed Protection from Energy Sending Thunder Step|XGE Vampiric Touch Water Breathing Slow Conjure Minor Elementals Fabricate Hallucinatory Terrain Mordenkainen's Private Sanctum Otiluke's Resilient Sphere Storm Sphere|XGE Bigby's Hand Creation Legend Lore Mislead Skill Empowerment|XGE Transmute Rock|XGE Wall of Force Blade Barrier Contingency Guards and Wards Sunbeam True Seeing light|xphb ray of frost|xphb shocking grasp|xphb mage hand|xphb grease|xphb identify|xphb shield|xphb alter self|xphb blindness/deafness|xphb blur|xphb darkvision|xphb enlarge/reduce|xphb knock|xphb locate object|xphb shatter|xphb counterspell|xphb leomund's tiny hut|xphb phantom steed|xphb protection from energy|xphb sending|xphb vampiric touch|xphb water breathing|xphb slow|xphb conjure minor elementals|xphb fabricate|xphb hallucinatory terrain|xphb mordenkainen's private sanctum|xphb otiluke's resilient sphere|xphb bigby's hand|xphb creation|xphb legend lore|xphb mislead|xphb wall of force|xphb blade barrier|xphb contingency|xphb guards and wards|xphb sunbeam|xphb true seeing|xphb

Class Features

Level 1

Grand Pursuits
Tool Expertise

Level 10

Inflection Improvement

Level 11

Creed Feature

Level 12

Ability Score Improvement

Level 14

Minor Breakthrough

Level 15

Creed Feature

Level 16

Ability Score Improvement

Level 18

Major Breakthrough

Level 19

Ability Score Improvement

Level 2

Fighting Style
Spellcasting

Level 20

Creed Feature

Level 3

Votary Creed

Level 4

Ability Score Improvement

Level 5

Extra Attack

Level 6

Grand Pursuit Improvement
Inflection

Level 7

Creed Feature

Level 8

Ability Score Improvement
Extra Tool Expertise

Spells Known Progression

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Spells Known 0 2 3 3 4 4 5 5 6 6 7 7 8 10 10 11 11 15 16 17

Caster Progression

Caster Progression: 1/2

Cantrip Progression

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Known 0 1 1 1 1 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3

Proficiencies

Armor

light

medium

shield

Weapons

simple

martial

Skills

Starting Equipment

(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon

Class Features

Grand Pursuits (Level 1)

In the pursuit of knowledge, you find yourself immersed in the teachings of others. You make Intelligence checks at Advantage while in the presence of your mentor. Copying your mentor's notes take half of the time required for a coherent copy.

Mentors

Mentors take the roles of spies, researchers, deans, scholars, and sometimes magic users such as wizards. Mentors have the stats of a Commoner if used directly in the game. Talk to your Dungeon Master for personalization and implementation into the setting.

Tool Expertise (Level 1)

You keep your mind busy in your personal time. You can add double your proficiency to one of your Tool Sets.

You can double your proficiency for another Tool Set at 8th level.

Fighting Style (Level 2)

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

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.

Spellcasting (Level 2)

By the time you reach 2nd level, you have learned to use the magical essence of the arcane to cast spells, much as a wizard does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the votarist spell list.

Cantrips

At 1st level, you know one cantrip of your choice from the votarist spell list. You learn additional votarist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Votarist table.

Spell Slots

The Votarist table shows how many spell slots you have to cast your votarist 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.

For example, if you know the 1st-level spell catapult and have a 1st-level and a 2nd-level spell slot available, you can cast catapult using either slot.

Spells Known of 1st-level or Higher

You know two 1st-level spells of your choice from the votarist spell list.

The Spells Known column of the Votarist table shows when you learn more votarist spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Spellcasting Ability

Intelligence is your spellcasting ability for your votarist spells, since your magic draws on your knowledge of the arcane. 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 votarist spell you cast and when making an attack roll with one.

Spell

Spell

Votary Creed (Level 3)

At 3rd level, you choose a Creed that you strive to serve. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 20th level.

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)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Grand Pursuit Improvement (Level 6)

As you excel in your studies, you find yourself an expert in one of your studies. You double your proficiency in one of your skills.

Inflection (Level 6)

At 6th level, your studies and disciplines have been marked by your personality. Choose one of the following options.

Smart Striker

Once per turn, you can add your Intelligence modifier as additional damage on a weapon hit.

Quick Thinking

Once per short rest, you can use your Intelligence modifier instead of your Dexterity modifier for a Dexterity saving throw.

Dangerous Thinking

Once per long rest, you can add your Intelligence modifier to your initiative roll.

Reliable Talent

You can add half of your Intelligence Modifier, rounded down, to any skill checks in which you are not proficient.

You choose one additional Inflection at 10th level.

Creed Feature (Level 7)

At 7th level, you gain a feature granted by your Votarist Creed.

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.

Extra Tool Expertise (Level 8)

At 8th level, you can double your proficiency for another set of artisan's tools.

Inflection Improvement (Level 10)

At 10th level, you choose one additional Inflection

Creed Feature (Level 11)

At 10th level, you gain a feature granted by your Votarist Creed.

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.

Minor Breakthrough (Level 14)

At 14th level, your arcane studies have brought you to new possibilities. You can learn one spell from the wizard spell list of 4th-level or lower, on top of learning a spell from the votarist spell list

Creed Feature (Level 15)

At 15th level, you gain a feature granted by your Votarist Creed.

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.

Major Breakthrough (Level 18)

At 18th level, you can learn two additional spells from the wizard's spell list of 6th level or lower, on top of learning two spells from the votarist spell list.

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.

Creed Feature (Level 20)

At 20th level, you gain a feature granted by your Votarist Creed.

Subclasses

Creed of the Apprentices
Votarist
Creed of the Inquisitors
Votarist
Creed of the Protectors
Votarist

Subclass Features

Creed of the Apprentices

Creed of the Apprentices (Level 3)

Apprentices are those who have undivided attention for their studies under their masters. Unmatched in their studies of both martial and magical abilities, many have fallen against their universal application of their skills.

Creed Spells

You gain votarist spells at the votarist levels listed.

Arcane Transcripts

At 3rd level, you gain the ability to copy wizard spells from the Abjuration, Enchantment, Transmutation, and Illusion schools. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book

When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 days and costs 200 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Inflictions Improvement (Level 7)

At 7th level, your Arcane Inflictions changes from using 1d4 for using a 1st level spell slot to using a 1d6 and using an additional 1d6 per spell level above 1st.

This further improves at 15th level, where you can choose which condition to apply to the hit creature.

Intense Studies (Level 11)

At 11th level, choose one of the following options:

Diverse Studies

Choose one cantrip, 1st, 2nd, and 3rd level spell from another spellcasting class's list. Your spellcasting ability for these spells depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard or artificer.

Signature Studies

Choose one cantrip, 1st, 2nd, and 3rd level spell from votarist spell list. Add your Intelligence modifier to their damage when used against a creature. If the spell chosen uses a spell save, instead add the additional damage only on a failure.

Physical Studies

Add your Intelligence modifier to your damage whenever you use your Arcane Infliction feature. Additionally, if you use your action to use a cantrip and it does not hit, you can make an additional weapon attack as part of your action.

Inflictions Improvement (Level 15)

At 15th level, you can choose which condition to apply to the hit creature.

Prodigy (Level 20)

At 20th level, you are a master of your studies. For a minute, choose one concentration spell to cast at its original level. You automatically succeed any Constitution checks made to maintain concentration.

Once you use this feature, you can't use it again until you finish a long rest.

Creed of the Inquisitors

Creed of the Inquisitors (Level 3)

Inquisitors seek out answers to their questions given by their masters. All answers are sought with the same intensity whether that question is the location of materials, teachings, or potential threats.

Creed Spells

You gain votarist spells at the votarist levels listed.

Novitiate

At 3rd level, you can add your Intelligence modifier (minimum of 1) to any Insight, Perception, Intimidation, or Persuasion check equal to your proficiency bonus. You must declare this before rolling. You must complete a long rest to regain any expended uses.

Surveyor's Senses (Level 7)

At 7th level, you can expend a spell slot to gain advantage on any Perception or Investigation check.

Method of Inquiry (Level 11)

At 11th level, choose one of the following options.

Grim Methods

You become proficient in Intimidation checks. If you are already proficient, double your profiency bonus. Tongues can be cast as a ritual spell in the process of interrogation of a creature.

Finders' Practice

Upon using the locate object spell, you can upcast it to 3rd level for several effects: your search range is increased to 1 mile, you can determine if it is moving or stationary, and you can determine its whereabouts within 100 feet, even with a lead covering not exceeding 1/2" in thickness. For every level above 3rd, you can add an additional 1/4" in the lead covering that no longer hides the object within 100 feet.

Silent Routine

If you upcast silence to 3rd level you can choose up to 2 creatures within its area to be not affected by the spell. For every level above 3rd, you can choose one additional creature. Additionally, you become proficient in Stealth.

Inflicted Words (Level 15)

At 15th level, you can use your Arcane Inlictions as a touch spell. Those under the infliction have disadvantage on Charisma and Wisdom saves against spells and actions used in determining information, such as zone of truth for 1 minute. You can choose whether the infliction does damage to the creature or not.

Master Inquisitor (Level 20)

At 20th level, no one can match you in your pursuit of answers. For 10 minutes, all skills are considered proficient and all Investigation and Perception checks that roll a 9 or lower on the d20 can be treated as a 10.

Once you use this feature, you can't use it again until you finish a long rest.

Creed of the Protectors

Creed of the Protectors (Level 3)

Protectors are the first and last lines of defence for their masters. Often seen as bodyguards or sworn protectors, they excel in the martial and arcane prowess of defending others as well as themselves.

Creed Spells

You gain votarist spells at the votarist levels listed.

Arcane Defender

At 3rd level, you can perform the somatic components of spells even when you have weapons or a shield in one or both hands. Additionally, you can choose either your weapon or shield to act as a spellcasting focus. You can change your spellcasting focus over the course of a short rest.

If you have an item or feature that already makes your weapon a spellcasting focus, you can treat all attacks made with it as magical if it is not already magical.

Guardian from Afar (Level 7)

At 7th level, you can use your reaction to cast shield on a creature within 30 feet that you can see.

Sentry (Level 11)

At 11th level, you add your Intelligence modifier (minimum of 1) to your passive Perception and you cannot be surprised.

Eldritch Retaliation (Level 15)

At 15th level, you are always under the effect of the absorb elements spell as if cast at 1st level. This effect can only be used on the first hit against you per round. You regain the use of this feature at the start of your next turn.

Grand Bulwark (Level 20)

At 20th level, as an action, you cast armor of Agathys at 5th level without expending a spell slot. Hostile creatures within 30 feet must make a Wisdom saving throw against your Spell save DC or be compelled to attack you. Additionally, if the armor of Agathys is destroyed, it will instead be reduced to 1 hit point for the remainder of the minute.

In addition, your Eldritch Retaliation feature will be used to the full effect of the spell, instead of for the first hit.

Once you use this feature, you can't use it again until you finish a long rest.