Livspoeng
Kyndigheter
Scholar
| Niva | Dyktighetsbonus | Egenskaper | Cantrips Known |
|---|---|---|---|
| 1 | + 2 | Spellcasting Tactics | 3 |
| 2 | + 2 | Spellcasting Tactics | 3 |
| 3 | + 2 | Spellcasting Tactics | 3 |
| 4 | + 2 | Spellcasting Tactics | 4 |
| 5 | + 3 | Spellcasting Tactics | 4 |
| 6 | + 3 | Spellcasting Tactics | 4 |
| 7 | + 3 | Spellcasting Tactics | 4 |
| 8 | + 3 | Spellcasting Tactics | 4 |
| 9 | + 4 | Spellcasting Tactics | 4 |
| 10 | + 4 | Spellcasting Tactics | 5 |
| 11 | + 4 | Spellcasting Tactics | 5 |
| 12 | + 4 | Spellcasting Tactics | 5 |
| 13 | + 5 | Spellcasting Tactics | 5 |
| 14 | + 5 | Spellcasting Tactics | 5 |
| 15 | + 5 | Spellcasting Tactics | 5 |
| 16 | + 5 | Spellcasting Tactics | 5 |
| 17 | + 6 | Spellcasting Tactics | 5 |
| 18 | + 6 | Spellcasting Tactics | 5 |
| 19 | + 6 | Spellcasting Tactics | 5 |
| 20 | + 6 | Spellcasting Tactics | 5 |
Spell Slots per Spell Level
| Niva | Dyktighetsbonus | Egenskaper | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Spellcasting Tactics | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Spellcasting Tactics | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Spellcasting Tactics | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Spellcasting Tactics | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Spellcasting Tactics | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | + 3 | Spellcasting Tactics | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | + 3 | Spellcasting Tactics | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | + 3 | Spellcasting Tactics | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | + 4 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | + 4 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | + 4 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | + 4 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | + 5 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | + 5 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | + 5 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | + 5 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | + 6 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | + 6 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | + 6 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | + 6 | Spellcasting Tactics | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Klassetrolldommer
Klasseegenskaper
Niva 1
Niva 10
Niva 12
Niva 14
Niva 16
Niva 18
Niva 19
Niva 2
Niva 20
Niva 4
Niva 6
Niva 8
Kjente Trolldommer-utvikling
| Niva | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Kjente Trolldommer | 0 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 | 11 |
Kasterutvikling
Cantrip-utvikling
| Niva | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cantrips Kjent | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Startutstyr
Klasseegenskaper
Spellcasting (Level 1)
See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Scholar spell list
Cantrips
At 1st level, you know three cantrips of your choice from the Scholar spell list. You learn additional Scholar cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Scholar table.
Spellbook
At 1st level, you have a spellbook containing six 1st-level scholar spells of your choice. Your spellbook is the repository of the scholar spells you know, except your cantrips, which are fixed in your mind.
Your Spellbook
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 scholar spell of 1st level or higher, you can add it to your spellbook if it is of a level for which You have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage 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 hours and costs 50 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.
Replacing the Book
You can copy a spell from your own spellbook into another book-for example, if You want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since You understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If You lose your spellbook, You can use the same procedure to transcribe the spells that You have prepared into a new spellbook. Filling out the remainder of your spellbook requires You to find new spells to do so, as normal. For this reason, many mages keep backup spellbooks in a safe place.
The Book's Appearance
Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gold-edged tome you found in an ancient library, or even a loose collection of notes scrounged together.
Preparing and Casting Spells
The Scholar table shows how many spell slots you have to cast your Scholar 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 Scholar spells that are available for you to cast, choosing from the Scholar spell list. To do so, choose a number of scholar spells from your spellbook equal to your Intelligence modifier + your scholar level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level scholar, you have four 1st-level and two 2nd-level spell slots. With an lntelligence 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 magic missile, 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 scholar 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 scholar spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a scholar spell you cast and when making an attack roll with one.
Spell
Spell
Ritual Casting
You can cast an Scholar spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a magical grimoire, tome or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your Scholar spells.
Learning Spells of 1st Level and Higher
Each time you gain an scholar level, you can add two scholar Spells of your choice to your Spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the scholar table. On your adventures, you might find other spells you can add to your spellbook (see "Your Spellbook").
Tactics (Level 1)
Beginning at the 1st level, you have developed specialized tactics during battle. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a short or long rest.
You memorize your tactics from the tactics list located after the scholar archetype descriptions. You can change which tactics you have memorized when you complete a long rest. You can have a number of tactics memorized equal to your Intelligence modifier (minimum of one). Some tactics have specific requirements to be met before they can be memorized.
Aetherial Ally (Level 2)
Beginning at 2nd level you learn to summon an aetherial creature to assist you in battle. Traditionally Scholars and tacticians prefer to summon carbuncles to defend them in battle, while nymian scholars prefer to summon the fey of their namesake. The creature is friendly to you and your companions and obeys your commands. Scholars have learned how to summon both carbuncles and nymian fey as the first step on their journey in this discipline.
Select the relevant stat block when summoning your aetherial ally. These summons use your proficiency bonus (PB) in several places. Descriptions of your aetherial allies can be found alongside the provided stat blocks at the end of the class description.
In combat, your aetherial ally acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the ally to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
If your aetherial ally is reduced to 0 hit points, its body dissipates into a fog of magical energy which remains intact for one minute. You can use your action to touch it and expend a spell slot of 1st level or higher. Aetherial ally's body returns to life after 1 minute with all its hit points restored.
You summon your aetherial ally when you complete a long rest. At this time you can summon a different aetherial ally. The new summon appears in an unoccupied space within 5 feet of you, and you choose its stat block. If you already have an aetherial ally from this feature, it vanishes when the new summon appears. The summon also vanishes if you die.
Scholar Specialization (Level 2)
At 2nd level, you choose a specialization to focus on as a Scholar: Arcanist, Nymian or Tactician, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th 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.
Scholar Specialization Feature (Level 6)
At 6th level, you gain a feature granted by your Specialization.
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.
Scholar Specialization Feature (Level 10)
At 10th level, you gain a feature granted by your Specialization.
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.
Scholar Specialization Feature (Level 14)
At 10th level, you gain a feature granted by your Specialization.
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.
Quicksilver Summoning (Level 18)
Beginning at 18th level, you may use your action to summon an aetherial ally. You may do so once. Use of this feature recovers when you complete a long rest.
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.
Grand Design (Level 20)
Beginning at 20th level, you recover half of your expended tactics uses when you roll for initiative.
Multiklassing
Multiklassekrav
{"int":13}
Underklasser
Underklasse-egenskaper
Arcanist
Arcanist (Level 2)
Arcanists are the the tacticians of the modern age, specializing in summoning carbuncles to defend them as they cast debilitating spells to wear down their foes. Though they perform best in a group, they have learned to rely on themselves to control battle alone.
Stabilized Aether
2nd-level Arcanist feature
Starting at 2nd level, your aetherial ally deals bonus damage equal to your Intelligence modifier when it makes an attack.
Aether Sight (Level 6)
6th-level Arcanist feature
Starting at 6th level, your bond with your aetherial allies warps your senses. You gain blindsight in a 10ft. radius around your aetherial ally.
Gemstone Summoner (Level 10)
10th-level Arcanist feature
Starting at 10th level, you have learned how to infuse your aetherial allies with gem inspired infusions to make them even more powerful. When you summon an aetherial ally, choose one of the following benefits for the creature:
Diamond
Your aetherial ally's AC is increased by 2.
Moonstone
When a friendly creature takes damage within 10ft. of your aetherial ally, it may use its reaction to reduce the damage by an amount equal to your proficiency bonus.
Obsidian
When your aetherial ally makes an attack, it may make a second attack.
Theoretical Origin (Level 14)
14th-level Arcanist feature
Starting at 14th level, through research and theorycrafting, have learned how to temporarily transform your carbuncle into what you believe is its original form. Your carbuncle is replaced by the Proto Carbuncle for 1 minute or until reduced to 0 hit points.
When your aetherial ally returns to its original form, it maintains the amount of hit points it had left as a Proto Carbuncle, or its maximum hit points, whichever is lower.
You may use this feature once, use of this feature is recovered when you complete a long rest.
Nymian
Nymian (Level 2)
Touted as legendary healers of the lost city state of Nym, the Nymian Scholars were both effective tacticians and powerful healers who allowed their mariner allies to fight recklessly without worry. They are the original summoners of the nymian fey who assist in their healing arts earning themselves a renowned place in history. Today their arts are returning to the world stage.
Critical Heal
2nd-level Arcanist feature
Starting at the 2nd level, your healing spells have the potential to cause a critical heal. When you cast a healing spell and one of the die results in its highest possible result. Roll another die of the same value and add that number to the amount of hit points recovered. A critical heal may only occur once per healing spell.
Nymian Healer (Level 6)
6th-level Nymian feature
Starting at 6th level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus + the spell's level.
Adloquiem (Level 10)
10th-level Nymian feature
Starting at the 10th level, when you cast a spell of 1st level or higher to restore hit points to a creature, you may expend one us of tactics to empower the heal. Your healing spell creates a protective ward on the creature, granting them temporary hit points equal to the hit points recovered for 10 minutes. If a critical heal occurred, the target gains additional temporary hit points equal to half of the amount of hit points recovered.
Nymian Savior (Level 14)
14th-level Nymian feature
Starting at the 14th level, you have unlocked the secrets behind the nymian fey and can temporarily ascend the nymian fey into a powerful new form. Your nymian fey is replaced by the Seraph for 1 minute or until its hit points are reduced to 0.
When your aetherial ally returns to its original form, it maintains the amount of hit points it had left as a Seraph, or its maximum hit points, whichever is lower.
You may use this feature once, use of this feature is recovered when you complete a long rest.
Tactician
Tactician (Level 2)
Timeless practitioners of the art of war, tacticians have been known by many names across the annals of history. A tactician will use thorough planning and insight to help their allies win the day.
Field Commander
2nd-level Tactician feature
Beginning at the 2nd level, you have opted to take up the blade alongside the book to protect yourself on the battle field. You gain proficiency in light armor, shields, simple and martial weapons. You may use your weapon as a casting focus to satisfy the somantic component. You gain one extra hitpoint when you level up, including reaching the 2nd level.
Additionally, you can memorize additional tactics equal to your proficiency bonus.
Tactical Eye
2nd-level Tactician feature
Also beginning at 2nd level, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 ft. of you, if the target can see or hear you.
Strategic Preparation (Level 6)
6th-level Tactician feature
Beginning at the 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own.
The DM tells you if the creature is your equal, superior, or inferior in regard to two of the follow characteristics of your choice:
Strength score
Dexterity score
Constitution score
Intelligence score
Wisdom score
Charisma score
Armor Class
Current hit points
Total class levels (if any)
At the DM's discretion, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
Chain Strategem (Level 10)
10th-level Tactician feature
Beginning at the 10th level, when an ally is attacking a creature whom is affected by your Help action, their attack lands a critical hit on a die result 19 or 20.
Always Prepared (Level 14)
14th-level Tactician feature
Beginning at the 14th level, as an action you may change one of your memorized tactics for another. You may do this once, use of this feature is recovered when you complete a long rest.