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RPG Superstar 2012 Top 32. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Dedicated Voter, 9 Season Star Voter. 7,913 posts. No reviews. No lists. No wishlists.



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RPG Superstar 2012 Top 32

Just for fun, what do you think would be a fun gestalt combo of 5th Edition classes?

Remember that class features of the same name (Extra Attack, Unarmored Defense, Ability Score Increase/Feat, etc.) normally do not stack.

Should we also assume a gestalt spellcaster//spellcaster only gets one pool of spell shots, like multiclassed spellcasters? How about interactions between half-casters and third-casters? Pact magic?

Fighter//Wizards would be fun because of Action Surge and armored mages.

Bard//Paladin//Sorcerer//Warlocks would be fun because of all the Charisma synergies.

Fighter//Rogue would be a fun swashbuckler.

RPG Superstar 2012 Top 32

Anyone have any advice for posting to the GM Guild?

Especially for first time (wannabe) publishers?

Thanks! :-D

RPG Superstar 2012 Top 32

I think this show is based on someone's d20 Modern campaign.

But it a good way.

RPG Superstar 2012 Top 32

2 people marked this as a favorite.

Hi!

How can I justify or explain why a bunch of different quasi-post-apocalyptic, quasi-Stone Age tribes would be engaged in a constant circum-continental chase/race? Mostly through desert, grassland, and jungles.

They would be using a combination of megafauna (both mammalian and dinosaurs, living and undead (and maybe even golemesque)) with palanquins and outriders on exotic mounts (axebeaks, smilodons (of course!), dino-raptors, bears, horses, etc.). No wheeled conveyances because Stone Age.

Ideas:

1. Weird Religious Rite
2. Weird Migratory Prey
3. Weird Ceremonial Treasure
4. Weird Insane Compulsion (there will be Cthulu-like overlords)
5. Something else is chasing them
6. Weird Ceremonial Reward (rule city-state? Marry royalty?)
7. Chasing mobile source of an aura the chasers need to survive

Thanks!

RPG Superstar 2012 Top 32

Me?

I'd want about half a dozen new classes.

Definitely a half-arcane caster or two like the paladin and ranger, like the magus. A de-buffer like a witch or anti-bard. An alchemist-like class (this could possibly be an archetype). A summoner, especially since summoning spells are few and far between. Maybe a tactical fighting class (this might be a fighter or ranger archetype, too.

I would want at least a couple more archetypes for each class. They're built so modularly it's a damn shame they haven't exploited that yet. Just a splat-book of new archetypes would be nice once a year.

A few more feats, backgrounds, and spells would be nice too.

I would like to see feats that let you "break" the rules in nondisruptive ways, like a feat that let you sneak attack with spells (or at least cantrips), a feat that would allow you to ignore the Concentration requirement for a single chosen spell, a feat that let you to treat weapons as if they have the finesse quality (and thus allow you to sneak attack with them)--or even the ability to select a weapon and add qualities to it. I also think it would be neat if there was a way to make some unaugmentable spells augmented with higher level spell slots. Or a way to make some of the vanilla cantrips improve with character level; for example, granting shillelagh a cumulative +1 bonus to attack and damage at levels 5, 11, and 17, or making mage hand stronger at levels 5, 11, and 17. Stuff like that. Maybe a way to cast a cantrip with a casting time of 1 action as a bonus action a number of times per day equal to your proficiency bonus. I would also like to see more feats that grant a +1 to a mental stat along with some additional benefits. Even a feat that grants you +1 to Intelligence, Wisdom, or Charisma and proficiency with a single skill of the associated ability score.

I would like to see more backgrounds, if only because I have difficulty homebrewing the "narrative empowering feature" that most backgrounds have.

When it comes to spells, what I'm really interested in are "counters" that use a reaction to cast them and are used to interrupt or disrupt an opponent's action, such as using a reaction to trip an opponent or make them drop their weapon or wand or parry an attack against an ally.

I think it would also be fun to do more exciting things with Inspiration.

I know a lot of this can just be homebrewed, but it would be nice to see what else is out there.

RPG Superstar 2012 Top 32

OK.

So I'm reading this collection of short stories, and while I know they're supposed to be weird, none of the endings make any sense to me.

So far, they all have good characterization, detailed world explanations, a story that seems to be going somewhere, and then they all just kind of peter out and end vaguely.

I'm left hanging, asking myself "what just happened? DID anything happen?"

What am I missing?

Am I just out of practice reading short fiction?

RPG Superstar 2012 Top 32

If you had to pick 12 guilds to rule your city, what would they be?

RPG Superstar 2012 Top 32

The set design for this movie was amazing!

And it's set in Buffalo!!!!! :-D

And except for the mud, it looks a lot like modern day Buffalo, too. Really great spaces, amazing details. We have a lot of old mansions all over the place. A lot are at/near their original condition. We even have a secret castle.

I've never really enjoyed a movie so much because of the set design.

RPG Superstar 2012 Top 32

Why do some GMs think it is acceptable to mess with divine casters?

Tonight I didn't die--I had all my class features stolen from me.

It was in Rise of the Rune Lords.

Spoiler:

A BBEG had a prisoner of my cleric's religion. We had nearly wiped out all the BBEG's minions, so she said she would kill the prisoner if we didn't stop fighting. She didn't seem trustworthy, so we didn't stop fighting. The BBEG killed prisoner. Then my goddess abandoned me. Which made me unable to heal my allies or raise the prisoner or remove the rogue's blindness.

Why is acceptable to arbitrarily remove the powers of divine casters, but no other class?

The GM made a "concession" and "let me" sacrifice a level to atone. So now I'm a level below the rest of my party for no reason. No one else lost a level or lost all of their class features (spellcasting AND domain abilities AND channeling).

This happened in a 5th Edition conversion of RotRL and we were deep in a dungeon, so there were no other clerics available. We also all thought it was going to be the final session of the campaign, especially since our gaming hosts will be unavailable for several months due to personal reasons beyond their control.

Otherwise, I probably would have walked away from the table tonight.

I usually enjoy playing support classes and healers, but after tonight, I'm never going to play a class where "role playing" DM fiat can be "justified" in messing with my character.

RPG Superstar 2012 Top 32

I'm making an emergency back-up to my NG hill dwarf acolyte Life cleric of Desna 13 in a RotRL 5th Edition conversion.

He's going to be a CN dark elf criminal college of lore bard 11/Great Old One-pact warlock 2.

I want him to primarily be a buffer and de-buffer, with some healing and battlefield control, and of course ranged striking via eldritch blast.

My warlock spells will dissonant whispers, hellish rebuke, and hex.

What are some good non-Concentration spells to select?

I already plan on gaining bless, counterspell, Evard's black tentacles, and mass healing word via Magical Secrets. The first 2 I'm definitely getting. I'm also considering circle of power.

Any suggestions?

AC 15, 81 hp, 8 16 13 10 12 20.

Thanks!

RPG Superstar 2012 Top 32

I'm trying to figure out how useful these spells are in play.

Blade ward uses your action to get resistance against b/p/s for 1 round. So, is it only useful when you can't Dash or Disengage and can't do anything else? Like when taking the Dodge action has proved ineffective?

The only time I can imagine using truestrike[I] is when you have a special attack option with limited uses. So, instead of swinging twice and possibly hit twice, you would use True Strike the round you used a fancy attack, like [I]chromatic orb, that has limited uses.

Am I right?

Are there any worthwhile bonus action spells on the spell lists that grant blade ward and truestrike? Or are they particularly good for sorcerers with the Quicken Spell metamagic secret?

RPG Superstar 2012 Top 32

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Does anyone else remember Bargle from the old Red Box Basic Set?

I want to use him in my 5th Edition homebrew campaign as a cult leader.

I'm thinking of going either straight-up wizard (maybe Enchanter?) or a warlock/sorcerer.

Any thoughts or ideas?

The PCs are starting out at 1st level. I kind of want him to be a recurring villain, so I really need to build him to be really really good at escaping.

I want him to be a threat, I want the PCs to hate him and love hating him, but I don't want him to kill all of the PCs. I'm kind of concerned that even 1st level spells can one-shot 1st or 2nd or even 3rd level PCs.

RPG Superstar 2012 Top 32

Hi!
My cleric is now 13th level, and I gotta be honest with ya, I'm not impressed with the high level spells.

For example, I have access to Conjure Celestial but there are only two choices: Pegasus and Couatl. Unless there is another CR 4 or less celestial I don't know about.

Firestorm does approximately the same damage as a fireball, and that's not even my character's schtick, anyways. I've barely used my 5th level spells (except contagion and greater restoration), and the 6th and 7th level spells seem odd. Heal is nice, obviously, but I've only used it once or less.

I think next session I'm going to try a 7th level spiritual guardians. 7d8 damage per round for 10 minutes? Wow.

Is that the way 5th Edition spells are supposed to be used? Boosting lower level spells instead of being amazed by the baseline higher level spells?

RPG Superstar 2012 Top 32

Does 5th Edition need NPC classes?

In particular, for henchmen? In a campaign with only 2 or 3 players, giving each PC a henchman can really round out a party. NPC classes in PF and 3.X excel in that role. They're simple to run and don't outshine the PCs.

RPG Superstar 2012 Top 32

Can he?

RPG Superstar 2012 Top 32

In PF, a horde of 1st level ninjas have a BAB of +0, but a single high level ninja has a BAB of +15 (possibly 20 if gestalt).

In 5E, low level ninjas have a proficiency bonus of +2, and high level ninjas have a proficiency bonus of +6 (maybe +9 with 30 monster levels).

Does that seem right to you?

RPG Superstar 2012 Top 32

Hi!

Are there any guidelines for advancing 5th Edition monsters? Besides just rebuilding its AC, hit points, attacks, damages, save DCs, proficiency bonus, for the new desired CR?

For Example:
I want to advance a CR 4 banshee to CR 6 or 7.

Any suggestions?

RPG Superstar 2012 Top 32

So.

I'm going to be running a steampunk/Dying (not)Earth campaign. How soon is not too soon to give the PCs their own airship?

It will be lighter-than-air a phlogiston-lifted dirigible with spring-powered propellers.

Also, what is the best way to reduce the number of crew needed? DM fiat? They usually need a crew 10, but I'll only have 4 or 5 PCs.

RPG Superstar 2012 Top 32

Hi all!

I got roped into running our World Serpent Inn campaign again. Our next session is the Sunday after St. Patrick's Day, so I thought that could be a theme.

Obviously, a leprechaun will be involved. I made a CR 7 version of one.

I might use a banshee too. And probably sprites, too. Maybe. I'm also considering a fomorian, but they're CR 8.

Any other ideas? Sessions are usually around 6 hours long. The PCs turned 6th level last session, so they probably won't level up this session.

PCs are a human paladin (Oath of the Ancients), half-elf warlock Pact of the Fey with sprite familiar, Halfling shadow monk, and tiefling black draconic sorcerer.

RPG Superstar 2012 Top 32

So, I'm going to be running a steampunk campaign, and I was wondering if I should make "technology" elementals, like gravity, force, speed, magnetism, electricity, etc.

And if so, how many and which ones?

RPG Superstar 2012 Top 32

Do you think the disadvantages of being a Small and Slow race (lack of heavy weapon use, reduced speed) are worth the benefits?

I've only seen a halfling monk in action, and the player is really enjoying it.

RPG Superstar 2012 Top 32

Hi!

I might want to introduce higher denomination coins into my 5th Edition campaign. I doubt there will be a lot of them, but they might actually work for fluff, flavor, and McGuffins.

1 mithril piece = 100 gp.
1 adamantine piece = 1000 gp.

Is 1 pound of mithril worth 500 gp?
Is 1 pound of adamantine worth 5000 gp?

I actually want an NPC to steal a quote from The Liars Key:

The NPC asks the PC: "Do you want this coin or the best advice I've ever had?"

"Always take the money," is the advice if the coin isn't selected.

RPG Superstar 2012 Top 32

There are a lot of spells that affect "a target you can see."

Does this mean blind spellcasters (or those effectively unable to see due to darkness, mist or fog, invisibility, stealth) cannot use those spells?

RPG Superstar 2012 Top 32

On the Astral Plane, a character has a speed equal to his Intelligence score multiplied by 3. Does a barbarian's or monk's bonus to speed get added to this when on the Astral Plane?

RPG Superstar 2012 Top 32

Has anyone else done this:

A world similar to the Hollow Earth (with all the activity occurring along the interior of the sphere, so you can see the opposite landmass overhead; gravity is directed away from the center of the sphere and towards the interior surface of the sphere), but instead of it being an earthy sphere, it's a watery sphere.

So the "sky" is actually the same body of water you're swimming in, just on the opposite side of the sphere?

I just thought of this. I plan on running a "flying continent" campaign, and originally it was just going to be spinning above a regular flat ocean, but then I thought of this.

But how would the sun work? In most Hollow Earth-type worlds, there is a sun or other light source in the very center. I don't want that. I want a regular sun and a regular moon.

Could the sun and moon just float through the waters of the "sky?"

The campaign is going to have lots of airships and flying mounts and carpets, etc., already. Should the sun and moon be places you can journey to?

Or should I reserve this idea for a different campaign? One where floating armadas, cities, and (volcanic) archipelagos light up the (eternal?) night like stars?

RPG Superstar 2012 Top 32

I have to (I mean get to) run another session of our World Serpent Inn campaign.

The World Serpent Inn is the bar version of Sigil, essentially.

So it's basically a one-shot adventure.

the Party:

The PCs are 5th level, near the cusp of 6th.

Half-elf Fey Pact warlock. Mostly ranged damage via eldritch blast and hex, with sleep as a finisher.

Halfling Shadow monk. Can ki nova to do 4d6+20 damage!

(Human?) Oath of the Ancients paladin. I think sword & board.

Tiefling (Red?) Draconic sorcerer. He missed last session.

So anyways, what are some fun monsters to run? The last session was kind of an Inuit city with lots of ice and snow creatures, and ended up on Mechanus with lots of light-based creatures.

So I want to run something completely different.

Another caveat: I'm planning a steampunk/Dying Earth-type campaign (picture Sherlock Holmes & Conan the Barbarian flying on an airship, while battling pterodactyl-riding yuan-ti cultists of Cthulu). So I want to avoid those tropes as well!

So, any suggestions for fun CR 4 through CR 6 encounters for a one-shot adventure?

RPG Superstar 2012 Top 32

Oy!

I ran a session today for our emergency World Serpent Inn campaign, and my players talked themselves out of a big set-piece battle AND a whole dungeon!!!! With custom-made monsters!

:-O

At least I have some set pieces for my next campaign....

The details:

This is for a 5th Edition campaign.

For one set piece, it took place in a city of ice and ivory. The Ice Queen is a white half-dragon medusa, replacing petrifying gaze with am icy glare, that turned targets into ice instead of stone. She had ice mephit minions. Her throne is carved from a block ice and sat upon a bearskin rug (a rug of suffocating). The icy floor was crystal clear, and revealed pearl divers (the water was warmed by remorhaz eggs) and a pair of merrow.

The battle was going to have the mephits harry the PCs while the half-dragon medusa blasts and glares and ray of frosts. I gave the mephits grease instead of fog cloud. The ice medusa also had the ability to weaken ice, so the merrow could break through the ice and throw their harpoons at the PCs.

The second dungeon of the night had a bunch of LN folk (lumi & visilights from the 3.5 MM3 and a boosted spectator with 6 eye stalks and legendary actions. They bypassed the whole dungeon by playing a single match of Texas Hold 'Em. The PCs were supposed to rescue a notorious luckmonger, and they convinced a judge that if the judge won a hand of poker, the luckmonger was innocent of breaking the law of averages. I played the judge, a player played the luckmonger, and I got a full house.

This never happens in real life.

Also, why do I always roll better when I DM?????

RPG Superstar 2012 Top 32

Is there a comprehensive list of languages for 5th Edition?

RPG Superstar 2012 Top 32

Hi! I really hate characters rolling on random tables. Is there any alternative to rolling on the 5th Edition Sorcerer's Wild Magic Surge chart?

RPG Superstar 2012 Top 32

Artificer:

You excel at constructing and using magic items.

Magewright
At 2nd level, you gain the ability to use your downtime craft common magic items. The number of gold pieces worth of construction cost you can spend per day is equal to 25 x you level in this class.

Magic Formulae
Beginning at 2nd level, you learn the magic item formulae for 2 common magic items. At 3rd level, and every level thereafter, you learn 1 magic item formula for a magic item you are high enough level to craft. you can learn and use magic item formulae that require spells that are not on the wizard spell list.
You can learn and use magic item formulae that require spells that are not on the wizard spell list.
These magic item formulae are in addition to any other magic item formulae you discover through normal adventuring and research.

Magical Artisan
At 2nd level, and again at levels 6, 10, 14, and 18, you gain proficiency in one type of artisan tools of your choice.

Mending
At 2nd level, you learn the mending cantrip. If you already know the mending cantrip, you learn an additional wizard cantrip of your choice.

Enchant Item
At 6th level, you learn how to enchant armor, weapons, and other items with fleeting magical power. Doing so takes 1 hour, and you can enchant a number of items during that hour equal to your Intelligence modifier (minimum 1). Items you enchant remain enchanted as long as you maintain concentration (as if you were concentrating on a spell), up to a maximum duration of 1 hour per level you have in this class. You can concentrate on the enchantment of a number of items equal to your Intelligence modifier (minimum 1 item). A creature must attune itself to an item enchanted by you to gain its benefits.

If you choose to enchant a suit of armor or a shield, it grants a bonus to the wearer’s or user’s AC equal to half of your proficiency bonus.

If you choose to enchant a weapon, it grants a bonus to attack and damage rolls made with the weapon (or its ammunition) equal to half of your proficiency bonus.

If you enchant another item that can be worn by a creature, you can grant the item the ability to grant one of the following abilities to its wearer or user:
A bonus on saving throws equal to half your proficiency bonus.
Advantage on saving throws of a single ability score chosen by you.
A bonus on ability checks equal to half your proficiency bonus.
Advantage on ability checks of a single ability score chosen by you.
A bonus to speed equal to 5 x your proficiency bonus.
Resistance to one damage type chosen by you.
A bonus to AC equal to half your proficiency bonus if the user is not wearing any armor.

You must complete a long rest before you can use this ability again. Alternatively, when you use your Arcane Recovery to gain an additional use of this ability in place of recovering any expended spell slots.

Greater Attunement
At 10th level, you can attune yourself to a number of magic items equal to your proficiency bonus. When making spell attack rolls with a magic item, you can choose to use your proficiency bonus + your spellcasting ability score modifier in place of the spell attack bonus provided by the magic item. When using a magic item that has an effect that allows its target to make a saving throw, you can choose to use your spellcasting DC in place of the item’s saving throw DC.

Wards of the Artisan
At 14th level, you have on advantage on saving throws against the effects generated by magic items. Attack rolls using magic items have disadvantage against you.

RPG Superstar 2012 Top 32

Since it's that time of year again (time to throw out the Xmas tree), and since the Xmas tree effect is no longer a thing in 5E, what are the most fun magical trinkets?

And by magical trinkets, I mean (mostly minor) magic items. Especially ones that grant a character more versatility and can even be a character's calling card without making a character more powerful or messing around with bounded accuracy and the like.

For example, our party's elven rogue has an elven cloak that grants her advantage on Stealth checks. My dwarf cleric in fullplate and a shield as a ring of swimming, so ironically, he doesn't sink like a chunk of iron.

Thanks! :-D

RPG Superstar 2012 Top 32

I'm going to be running a campaign about a city in the clouds.

I think a storm-based genasi might be appropriate for this setting.

Their baseline is +2 Con, 30 ft, Medium size.

For the Storm sub-race, I was thinking about the following:

+1 Dex. Storm genasi are quick as lightning.

Storm Sense. Storm genasi can see through clouds and mist without impediment. They have advantage on saving throws to avoid being blinded by bright light or deafened by loud noises.

Thunderbolt. When a storm genasi scores a critical hit, they do an additional die of damage, and this additional damage is thunder damage.

Does this seem fair and balanced? I'm also considering giving them thunder, and/or maybe lightning, damage resistance.

RPG Superstar 2012 Top 32

OK, so I got some Xmas money.

What should my fourth 5E book be?

I really prefer crunch over fluff, and I'm about to run a homebrew campaign. That said, do any of the 5E APs (or whatever WotC calls them) have a lot of crunch? How crunchy is the Sword Coast book? Or should I branch out into 3pp material?

Or should I just spend my Xmas money on ska shows and whiskey?

RPG Superstar 2012 Top 32

2 people marked this as a favorite.

I know I have.

There were some really weird critters in 1st & 2nd Edition I haven't seen in a long, long time.

And not just Planescape stuff!

Just the old Monstrous Manual has a lot of goodies in it.

:-D

RPG Superstar 2012 Top 32

OK. So I'm really digging the 5e version of the quaggoth for some reason.

I'm trying to decide if I should make a homebrew quaggoth race?

The thing is, my homebrew world isn't going to have much, if any, Underdark. Do you think unalbino quaggoth would be kosher?

The homebrew world has a lot of jungle, and the homebase city is on top of a big, climbable, plant.

Any thoughts?

RPG Superstar 2012 Top 32

Howdy!

Just found out the 11th level barbarian cannot make it tomorrow. If needed, what would be the best Planar Ally my NG hill dwarf cleric 11 of Life dedicated to Desna can call?

I'm also on "friendly" terms with a balor-succubus. It's for RotRL, converted to 5E, book/part 6.

Thanks!

RPG Superstar 2012 Top 32

How would cities treat teleportation circles?

Would they be pretty laissez-faire? Have guards? Special magical guardians? Have them locked down some how? Have them all in one place? Would just wealthy merchants use them? And mages, of course.

Would they be considered security threats? Escape routes? Trade and exploration and news sources?

RPG Superstar 2012 Top 32

I'll be starting a new campaign relatively soon, and here are two house rules I am considering.

1. PCs get a number of inspiration equal to their proficiency bonus.

2. PCs will begin with a "knack," which will be roughly equivalent to half a feat.

Do these sound like fun and not-overpowering optional rules?

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

I'm currently struggling through Mistborn: The Final Empire and tried reading Elantris a while ago.

What am I missing? I should really be liking Mistborn. It's a magical superhero heist. I love capers. I'm loving the Allomancy, particularly the Magneto-bits and physical and sensory boosts.

Is it the lame characterizations and even lamer names?

RPG Superstar 2012 Top 32

WTF genre is this??? Feudal dieselpunk post-apocalyptic wushu?

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

NEW ARCHETYPES

BARBARIAN

PATH OF THE BLOODRAGER:

Path of the Bloodrager
Bloodragers combine arcane power with physical might.

Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Eldritch Knight Spellcasting table show how many spell slots you have to cast your 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.
Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice, two of which you must choose from the evocation and transmutation spells on the sorcerer spell list.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you’re replacing the spell granted at 8th, 14th, or 20th level.
Spellcasting Ability
Charisma is your spellcasting ability for your bloodrager spells, since the power of your magic relies on your ability to project your will into the world. 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 bloodrager spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Spell attack modifier = your proficiency bonus + your Charisma modifier.

Rage Mage
At 3rd level, you can cast spells while you are raging. While raging, you add the additional damage you cause while raging to the damage of any spell that you cast. You have advantage on Constitution saving throws to maintain Concentration on spells while you are raging.

War Magic
Beginning at 6th level, while raging, you use your action to cast a cantrip and you can make a one weapon attack as a bonus action.

Blood Magic
Beginning at 10th level, while raging, when you damage an opponent with a spell, you have advantage on attack rolls against that opponent until the end of your next turn. While raging, when you damage an opponent with a melee weapon, that opponent has disadvantage on the saving throws of any spells you cast against it before the end of your next turn. You may apply your Brutal Critical ability when you score a critical hit while making a spell attack roll.

Eye of the Mage Storm
Beginning at 14th level, while raging, you have advantage on the saving throws of spells cast by you or your allies. While raging, you have resistance to the damage caused by spells cast by you or your allies.

PATH OF THE MARAUDER:

Path of the Marauder
Marauders excel at ambush tactics and using mobility in melee combat. You use hit and run tactics in combat, using your speed and grace in the fury of battle.

Ambush Run
Starting when you choose this path at 3rd level, you charge into the thick of combat, using your momentum to add force to your blows. When you attack with a melee weapon or a thrown ranged weapon, you add 1 to the damage roll for every 5 feet you moved on your turn before you made that attack.

Marauder’s Grace
At 6th level, your speed increases by an additional 5 feet and you gain proficiency in Dexterity (Acrobatics) and Dexterity (Stealth) checks. You gain the additional damage from raging when using your Dexterity modifier to make melee weapon attacks.

Blurring Speed
At 10th level, your speed increases by an additional 5 feet. Opportunity attacks against you are made with disadvantage.

Meteoric Strike
At 14th level, your speed increases by an additional 5 feet. When you hit an opponent, you can use your bonus action to Shove that opponent. You have advantage on your Strength (Athletics) check, and if you succeed, you can push your opponent back a number of feet equal to your Strength score (rounded down to the closest multiple of 5 feet).

PATH OF THE WILD SHAPER:

Path of the Wild Shaper
You can turn into a beast when you rage.

Wild Rager
Beginning at 3rd level, when you enter a rage, you can wild shape as a Circle of the Moon druid of the same level as your barbarian level. At 3rd level, you can wild shape into a beast of CR 1 or less. You remain in your beast form for the duration of your rage.

Primal Rager
At 6th level, you can wild shape into a beast with a CR equal to 1/3 your level in this class. Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Elemental Rager
At 10th level, you can expend 2 of your daily uses of rage at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Giant Rager
At 14th level, you can expend 3 of your daily uses of rage at the same time to cause you and any equipment you are wearing or wielding to grow to Large size. Your size doubles in height and your weight is multiplied by a factor of 8. Your reach doubles, as does the number of damage dice of any giant-sized weapon you wield.
You can expend 5 of your daily uses of rage at the same time to cause you and any equipment you are wearing or wielding to grow to Huge size. Your size triples in height and your weight is multiplied by a factor of 27. Your reach triples, as does the number of damage dice of any giant-sized weapon you wield.

PATH OF THE WITCH HUNTER:

Path of the Witch Hunter
Your superstitious nature allows you to triumph against the magical creatures that you hate.

Eater of Magic
Starting when you choose this path at 3rd level, while raging, you can use your reaction to re-roll a saving throw against a spell or other magical effect that you have failed. If you succeed on the second saving throw, you gain a number of temporary hit points equal to character level or CR of the creature that cast the spell or used the magical effect. These temporary hit points persist for 1 minute.

Witch Hunter’s Fury
Also at 3rd level, while raging, you double the extra damage you do while raging against opponents that are capable of casting spells or using other magical abilities.

Superstitious
Beginning at 3rd level, you cannot willingly accept magical aid. If you are the target of a beneficial spell or magical effect that does not normally allow a saving throw against its effects, you must make a Constitution saving throw against it. If you succeed, you do not gain the benefits of the spell or magical effect.

Magic Resistant
Beginning at 6th level, while raging, you have advantage on saving throws against spells and other magical effects.

Spell Sunder
Beginning at 10th level, once per rage, you can use your action to make a single melee attack to end a magical effect. Make a melee attack against an AC of 15 + spell level (or 15 + half the originating creature’s CR for non-spell magical effects). If you hit, the spell or magical effect is dispelled.

Eldritch Endurance
Beginning at 14th level, while raging, you gain resistance to all damage from spells and magical abilities.

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Hi!

I'm working on a new homebrew campaign, and the homebase is going to be a big gaslight Victorianesque steampunk city. The rest of the campaign is going to be big jungles filled with Cthuluesque cultists and dinosaurs, surrounded by a big Dying Earth/Mad Max desert where barbarians race megafauna instead of jalopies.

What major geographical features should it have?

What major sociological features should it have?

It's definitely going to have airships and clocktowers.

Thanks!

RPG Superstar 2012 Top 32

I've been reading Scott Westerfeld's Leviathan series. It's an alternate version of the Great War with the Darwinists (Britain, France, and Russia, who all use genetic engineering to make animal-based vehicles, like aerial jellyfish, airwhales, house-sized war-bears, super-linguist lorises, etc.) against the Clankers (Germany and Austria-Hungary, who use mechanical walking tanks and battleships and other steampunk mechanical wonders).

Anyways, the Darwinist beasties are designed by boffins, slightly less than totally mad scientists. I think a steampunk MacGyver-like class would be really fun.

I was thinking they could jury-rig "inventions" that act like spells.

Does this seem like a fun concept?

I've been playing a lot of 5th Edition lately, so I might design it as a 5th Edition base class first, and then maybe convert it to PF. I think the alchemist and investigator classes might be good sources of inspiration (no pun intended!).

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DRAGON DISCIPLE

The dragon disciple worships and emulates the true dragons.

Level Ability
1. Draconic Devotion, Breath Weapon, Damage Resistance, Draconic Tongue
2. Scales of the Dragon, Spellcasting
3. Draconic Discipline
4. Ability Score Increase
5. Extra Attack
6. Ability Score Increase
7. Draconic Discipline Feature
8. Ability Score Increase
9. -
10. Blindsense
11. Dragon Wings
12. Ability Score Increase
13. -
14. Damage Immunity
15. Draconic Discipline Feature
16. Ability Score Increase
17. -
18. Draconic Presence
19. Ability Score Increase
20. Draconic Apotheosis

CLASS FEATURES

HIT POINTS
Hit Dice: 1d12 per draconic disciple level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per draconic disciple level after 1st

PROFICIENCIES
Armor: Light and medium armor, and shields
Weapons: Simple weapons
Tools: none

Saving Throws: Constitution, Charisma
Skills: Choose two skills from Arcana, Athletics, History, Insight, Intimidation, Nature, Perception, Persuasion, Survival

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a mace and shield or (b) a greatclub or (c) any simple weapon
(a) a component pouch or (b) arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
(b) 2 daggers or (b) a crossbow and 20 bolts.
(a) Leather armor or (b) or scale armor

DRACONIC DEVOTION
At 1st level, you choose one type of dragon from the Draconic Devotion table. Your breath weapon and damage resistance are determined by the dragon type, as in the table.

Draconic Devotion Table
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. Save)
Blue Lightning 5 by 30 ft. line (Dex. Save)
Brass Fire 5 by 30 ft. line (Dex. Save)
Bronze Lightning 5 by 30 ft. line (Dex. Save)
Copper Acid 5 by 30 ft. line (Dex. Save)
Gold Fire 15 ft. cone (Dex. Save)
Green Poison 15 ft. cone (Con. Save)
Red Fire 15 ft. cone (Dex. Save)
Silver Cold 15 ft. cone (Con. Save)
White Cold 15 ft. cone (Con. Save)

BREATH WEAPON
At 1st level, you can use your action ro exhale destructive energy. Your draconic devotion determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by you draconic devotion. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 points of damage on a failed saving throw and half as much damage on a successful one. The damage increases to 3d6 at 5th level, 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level.
After you use your breath weapon, you can’t use it again until after you complete a short rest or a long rest.

DAMAGE RESISTANCE
At 1st level, you have resistance to the damage type associate with your draconic devotion.

DRACONIC TONGUE
At 1st level, you learn to read, write, and speak Draconic.

SCALES OF THE DRAGON
At 2nd level, your draconic scales protect you in combat. You add half your proficiency bonus to your AC.

SPELLCASTING
By the time you reach 2nd level, you have learned to use the magical essence of dragons to cast spells, much as a sorcerer does. See Chapter 10 for the general rules of spellcasting. The dragon disciple spell list is detailed at the end of this article.

Spell Slots
The Ranger table shows how many spell slots you to cas your 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.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the dragon disciple spell list.
The Spells Known column of the Ranger table shows when you learn more dragon disciple 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.
Additionally, when you gain a level in this class, you an choose one of the dragon disciple spells you know and replace it with another spell from the dragon disciple spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your dragon disciple spells, since your magic draws on your ability to project your will onto the world. 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 dragon disciple spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

DRACONIC DISCIPLINE
At 3rd level, your devotion to dragons becomes more focused. You select one of the following Draconic Disciplines: Dragon Shaman, Internal Inferno, Mystic Drake, Twisting Serpent, Wyrmish Myrmidon. These Draconic Disciplines are detailed below.

Dragon Shaman:

As a dragon shaman, you project powerful auras to aid your allies. You are also an able healer.

Aura
Beginning at 3rd level, as a bonus action, you can project an aura that affects all allies within 30 feet of you. You must concentrate on your aura (as if concentrating on a spell). You can change this aura as a bonus action. You know a number of auras equal to your level in this class; you know 3 auras at 3rd level and learn 1 additional aura at levels 5, 7, 9, 11, 13, 15, 17, and 19. When you gain a new aura, you can also exchange an old aura you know for a new aura.

Auras
Aura of Awareness: Allies within your aura gain a bonus equal to your proficiency bonus to their initiative rolls and to Intelligence (Investigation) and Wisdom (Perception) checks.
Aura of Celerity: Allies within your aura gain a bonus to your half your proficiency bonus multiplied by 5 feet to their speed.
Aura of Power: Allies within your aura gain a bonus equal to half your proficiency bonus on damage rolls. The damage type of this bonus damage is of the same type of damage type as the dragon type of your draconic devotion.
Aura of Purity: Allies within your aura gain a bonus equal to half your proficiency bonus on saving throws.
Aura of Resistance: Allies within your aura gain resistance against the damage type associated with the dragon type of your draconic devotion.
Aura of Retribution: Each ally within your aura can use its reaction to damage an opponent that successfully hits them in combat. This damage is equal to your proficiency bonus and is the same damage type as the dragon type of your draconic devotion.
Aura of Shielding: Each ally within your aura can use its reaction when it is the target of an attack and add your proficiency bonus to its AC against that attack.
Aura of Talent: Allies within your aura gain a bonus equal to half your proficiency bonus on ability checks.
Aura of Valor: Allies within your aura gain a bonus equal to half your proficiency bonus on attack rolls.
Aura of Vitality: Allies within your aura can use their reaction when they take damage to spend hit dice to recover hit points.

Lay on Hands
Your devoted touch can heal wounds. You have a pool of healing power that replenishes when you complete a long rest. With that pool, you can restore a total number of hit points equal to your dragon disciple level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.

Improved Aura
At 7th level, you can begin selecting improved auras. You can project two auras at the same time, or one improved aura.

Improved Aura of Power: Allies within your aura gain a bonus equal to your proficiency bonus on damage rolls. The damage type of this bonus damage is of the same type as the damage type of the dragon type of your draconic devotion.
Improved Aura of Purity: Allies within your aura gain a bonus equal to your proficiency bonus on saving throws.
Improved Aura of Resistance: Allies within your aura gain resistance against non-magical bludgeoning, piercing, and slashing damage.
Improved Aura of Shielding: Allies within your aura gain a bonus to their AC equal to half your proficiency bonus.
Improved Aura of Talent: Allies within your aura gain a bonus equal to your proficiency bonus on ability checks.
Improved Aura of Valor: Allies within your aura gain a bonus equal to your proficiency bonus on attack rolls.

Greater Aura
At 15th level, you can begin selecting greater auras. You can project two auras or improved auras at the same time, or one greater aura.

Greater Aura of Awareness: Allies within your aura gain advantage on their initiative rolls and on Intelligence (Investigation) and Wisdom (Perception) checks.
Greater Aura of Flight: Allies within your aura can fly with a speed equal to 10 feet multiplied by your proficiency bonus.
Greater Aura of Immunity: Allies within your aura gain immunity to the damage type associated with the dragon type of your draconic devotion.
Greater Aura of Purity: Allies within your aura gain advantage on saving throws.
Greater Aura of Resistance: Allies within your aura gain resistance against bludgeoning, piercing, and slashing damage.
Greater Aura of Shielding: Allies within your aura gain a bonus to their AC equal to your proficiency bonus.
Greater Aura of Talent: Allies within your aura gain advantage on ability checks.
Greater Aura of Valor: Allies within your aura gain advantage on attack rolls.

Internal Inferno:

As an internal inferno, you learn to master your breath weapon.

Empowered Breath Weapon
At 3rd level, the damage dice of your breath weapon increase from d6s to d8s. In addition, the size of your breath weapon increases. If your breath weapon is shaped like a cone, its size increases to 30 feet. If your breath weapon is a line, your breath weapon becomes a line 5 feet wide and 60 feet long.

Improved Breath Weapon
At 7th level, the damage dice of your breath weapon increase from d8s to d10s. In addition, each round after you use your breath weapon, roll 1d6. If the result is a 6, you can use your breath weapon again.

Greater Breath Weapon
At 15th level, the damage dice of your breath weapon increase from d10s to d12s. In addition, each round after you use your breath weapon, roll 1d6. If the result is a 5 or a 6, you can use your breath weapon.

Mystic Drake:

As a mystic drake, you focus on mastering your spells.

CANTRIPS
At 3rd level, you learn 3 cantrips. One of the cantrips must be selected from the following list, and the damage type of your chosen cantrip must be the same as the one associated with the dragon type of your draconic devotion: acid splash, fire bolt, poison spray, ray of frost, shocking grasp.
Your remaining 2 cantrips must be selected from the following list: blade ward, chill touch, dancing lights, friends, light, mage hand, message, minor illusion, prestidigitation, resistance, shillelagh, true strike. At 10th level, you gain an additional cantrip from this list.

DRACONIC DOMAIN
At 3rd level, you gain one of the following domains. You add the spells from the chosen domain to your known spells, but they don’t count against your number of known spells.

Chromatic Domain
Level Spells
3rd burning hands, chromatic orb
5th darkness, Melf’s acid arrow
9th fear, fly
13th fireshield, wall of fire
17th cloudkill, cone of cold

Metallic Domain
Level Spells
3rd command, sleep
5th heat metal, hold person
9th fly, slow
13th stone shape, stone skin
17th hold monster, telekinesis

DRACONIC FONT
At 3rd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by dragon points, which allow you to create a variety of magical effects.

Dragon Points
Beginning at 3rd level, you gain a number of dragon points equal to your dragon disciple level. You can never have more dragon points than your class level. You regain all spent dragon points when you finish a long rest.

Flexible Casting
You can use your dragon points to gain additional spell slots, or sacrifice spell slots to gain additional dragon points. You can also spend dragon points to activate some of your class abilities.

Creating Spell Slots
You can transform unexpended dragon points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Creating Spell Slots
Spell Slot Level Dragon Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Dragon Points
As a bonus action on your turn, you can expend one spell slot and gain a number of dragon points equal to the slot’s level.

Dominant Damage
At 7th level, whenever you cast a spell that causes damage of the same type associated with the dragon type of your draconic devotion, you add your Charisma modifier to the damage. When you cast a spell that normally causes damage of a type that is different than the damage type associated with the dragon of your draconic devotion, you can spend 1 dragon point to change it to the damage type associated with the dragon of your dragon devotion.

Swift Spells
At 15th level, you can spend 1 dragon point and cast a cantrip as a bonus action or spend 2 dragon points and cast a spell that can normally be cast as an action as a bonus action.

Twisting Serpent:

As a twisting serpent, you learn to alter your body to gain draconic features.

Bonus Proficiencies
At 3rd level, you gain proficiency in Acrobatics and Deception.

Draconic Weapons
At 3rd level, you grow a pair of claws and your mouth fills with fangs. You can use your action to attack with your claws. They cause 1d6 points of damage + your Strength modifier. You can use your bonus action to attack with your bite. It causes 1d6 points of damage + your Strength modifier.

Draconic Form
At 7th level, you can use a bonus action and assume the form of a Wyrmling Dragon of the same type associated with your draconic devotion. You gain all the physical features of your assumed form, but you retain your own Intelligence, Wisdom, and Charisma scores, as well as all your proficiencies. You cannot cast spells while you are in your draconic form. You can remain in this form for 1 hour, or until you use a bonus action to assume your regular form. You must complete a short rest or long rest before you can assume your draconic form again.

Multi-Attack
At 7th level, when you use the attack action, you can make 2 claw attacks.

Greater Draconic Weapons
At 15th level, your bite and claw attacks do an additional 1d6 points of damage. This additional damage of the same damage type associated with the dragon type of your draconic devotion.

Wyrmish Myrmidon:

As a wyrmish myrmidon, you are adept at wading into melee and shrugging off the attacks of your enemies.

Bonus Proficiencies
At 3rd level, you gain proficiency in heavy armor and martial weapons.

Greater Scales of the Dragon
At 3rd level, your Scales of the Dragon ability improves. You add your proficiency bonus to your AC instead of half your proficiency bonus.

Draconic Resilience
At 7th level, when you take damage, you can use your reaction to gain resistance against that damage.

Greater Draconic Resilience

At 15th level, you gain resistance to all damage types. You can use your reaction when you are damaged to gain immunity to that damage.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

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

BLINDSENSE
Beginning at 10th level, you gain blindsense with a range equal to 10 feet multiplied by your proficiency bonus.

WINGS OF THE DRAGON
At 11th level, you can use your bonus action to grow a pair of draconic wings that grant you a fly speed equal to 10 feet multiplied by your proficiency bonus. If you are wearing armor or clothes, they must be altered to accommodate your wings or be destroyed when you grow your wings.

DAMAGE IMMUNITY
Beginning at 14th level, you gain immunity to the damage type associated with the dragon type of your draconic devotion.

DRACONIC PRESENCE
Beginning at 18th level, you can channel the dread presence of your draconic devotion, causing thse around you to become awestruck or frightened. As an action, you exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura until it completes a long rest. Once you use your Draconic Presence, you must complete a short rest or long rest before you can use it again.

DRACONIC APOTHEOSIS
At 20th level, you gain the ability to use a bonus action to change into the form of a Young Dragon of the type associated with your draconic devotion. You retain your own Intelligence, Wisdom, and Charisma scores, proficiencies, and spellcasting ability. You gain the dragon creature type, in addition to your original creature type.

Dragon Disciple Spells:

1st Level
Alarm, Burning Hands, Charm Person, Chromatic Orb, Color Spray, Command, Compelled Duel, Comprehend Languages, Detect Magic, Disguise Self, Ensnaring Strike, Expeditious Retreat, False Life, Feather Fall, Find Familiar, Fog Cloud, Grease, Hellish Rebuke, Heroism, Identify, Illusory Script, Inflict Wounds, Jump, Longstrider, Mage Armor, Magic Missile, Protection from Evil and Good, Ray of Sickness, Shield, Silent Image, Sleep, Tasha’s Hideous Laughter, Tenser’s Floating Disk, Thunderwave, Unseen Servant, Witch Bolt

2nd Level
Alter Self, Arcane Lock, Blindness/Deafness, Blur, Continual Flame, Crown of Madness, Darkness, Darkvision, Detect Thoughts, Enhance Ability, Enlarge/Reduce, Flame Blade, Flaming Sphere, Gust of Wind, Heat Metal, Hold Person, Invisibility, Knock, Levitate, Locate Object, Magic Weapon, Melf’s Acid Arrow, Mirror Image, Misty Step, Nystul’s Magic Aura, Phantasmal Force, Ray of Enfeeblement, Rope Trick, Scorching Ray, See Invisibility, Shatter, Spider Climb, Suggestion, Warding Bond, Web

3rd Level
Animate Dead, Bestow Curse, Blink, Clairvoyance, Counterspell, Dispel Magic, Elemental Weapon, Fear, Feign Death, Fireball, Fly, Gaseous Form, Haste, Hypnotic Pattern, Leomund’s Tiny Hut, Lightning Bolt, Magic Circle, Major Image, Nondetection, Phantom Steed, Protection from Energy, Sending, Sleet Storm, Slow, Spirit Guardians, Stinking Cloud, Tongues, Vampiric Touch, Water Breathing, Water Walk,
Wind Wall

4th Level
Arcane Eye, Banishment, Confusion, Control Water, Dimension Door, Evard’s Black Tentacles, Fabricate, Fire Shield, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Ice Storm,
Leomund’s Secret Chest, Locate Creature, Mordenkainen’s Faithful Hound, Mordenkainen’s Pri¬vate Sanctum, Otiluke’s Resilient Sphere, Phantasmal Killer, Polymorph, Stone Shape, Stoneskin, Wall of Fire

5th Level
Bigby’s Hand, Circle of Power, Cloudkill, Cone of Cold, Contagion, Creation, Destructive Wave, Dispel Evil and Good, Dominate Person, Dream, Geas, Hold Monster, Legend Lore, Mislead, Passwall, Rary’s Telepathic Bond, Scrying, Seeming, Telekinesis, Teleportation Circle, Wall of Force, Wall of Stone

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SUMMONER

Summoners are arcane practitioners that specialize in beckoning creatures from beyond to serve them. They form a special bond with a specific creature called an eidolon.

LEVEL FEATURES
1. Archetype, Eidolon, Monster Summoning (CR ¼), Spellcasting
2. Eidolon Evolutions
3. Monster Summoning (CR ½)
4. Ability Score Improvement
5. Monster Summoning (CR 1)
6. Summoner Secret
7. Monster Summoning (CR 2)
8. Ability Score Improvement
9. Monster Summoning (CR 3)
10. Summoner Secret
11. Monster Summoning (CR 4), Summoner Arcanum (6th level)
12. Ability Score Improvement
13. Monster Summoning (CR 5), Summoner Arcanum (7th level)
14. Summoner Secret
15. Monster Summoning (CR 6), Summoner Arcanum (8th level)
16. Ability Score Improvement
17. Monster Summoning (CR 7), Summoner Arcanum (9th level)
18. Summoner Secret
19. Ability Score Improvement
20. Twin Eidolon

CLASS FEATURES

HIT POINTS
Hit Dice: 1d8 per summoner level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per summoner level after 1st

PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons
Tools: none

Saving Throws: Constitution, Charisma
Skills: Choose two skills from Animal Handling, Arcana, History, Insight, Intimidation, Nature, Persuasion, Religion.

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) Any simple weapon and leather armor
(a) a component pouch or (b) arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
(b) a light crossbow or (b) two daggers

ARCHETYPE

At 1st level, you gain one of the following archetypes: Alienist, Angel Caller, Faerie Friend, Fiend Binder, Primordial Savant, or Spiritualist. Your archetype influences what spells you can access and the form of your eidolon.

Alienist:

Alienists specialize in summoning aberrations from the Far Realm.

Eidolon: At 1st level, you may select a flumph or slaad tadpole as your eidolon.

Level Spells
1st Armor of Agathys, Arms of Hadar
2nd Crown of Madness, Misty Step
3rd Fear, Hunger of Hadar
4th Confusion, Evard’s Black Tentacles
5th Bigby’s Hand, Insect Plague

Angel Caller:

Angel Callers specialize in summoning celestials from the Upper Planes.

Eidolon: At 1st level, you may select a celestial as your eidolon.
Editor’s Note: Currently there are no low CR celestials appropriate for this archetype.

Level Spells
1. Bless, Divine Favor
2. Aid, Warding Bond
3. Fly, Spiritual Guardians
4. Banishment, Guardian of Faith
5. Dispel Evil and Good, Mass Cure Wounds

Faerie Friend:

Faerie Friends specialize in summoning fey creatures from the Feywild.

Eidolon: At 1st level, you may select a blink dog, pixie or sprite as your eidolon.

Level Spells
1. Charm Person, Faerie Fire
2. Calm Emotions, Moonbeam
3. Conjure Animals, Daylight
4. Conjure Woodland Beings, Greater Invisibility
5. Creation, Tree Stride

Fiend Binder:

Fiend Binders specialize in summoning fiends from the Lower Planes.

Eidolon: At 1st level, you may select a dretch, imp, or manes as your eidolon.

Level Spells
1. Hellish Rebuke, Hex
2. Flaming Sphere, Web
3. Bestow Curse, Stinking Cloud
4. Dimension Door, Wall of Fire
5. Cloudkill, Planar Binding

Primordial Savant:

Primordial Savants specialize in summoning elementals from the Inner Planes.

Eidolon: At 1st level, you may select a mephit (your choice of dust, ice, magma, mud, smoke, or steam) as your eidolon.

Level Spells
1. Chromatic Orb, Create or Destroy Water
2. Flaming Sphere, Gust of Wind
3. Elemental Weapon, Protection from Energy
4. Conjure Minor Elementals, Fire Shield
5. Conjure Elemental, Wall of Stone

Spiritualist:

Spiritualists specialize in summoning undead from the Shadowfell.

Eidolon: At 1st level, you may select a crawling claw, skeleton, or zombie as your eidolon.

Level Spells
1. false life, inflict wounds
2. blindness/deafness, ray of enfeeblement
3. animate dead, vampiric touch
4. blight, deathward
5. antilife shell, contagion

EIDOLON:

You can summon an especially loyal companion called an eidolon. You can use your action to summon your eidolon, and it persists for as long as you concentrate on it, as if concentrating to maintain a spell. It disappears if you stop concentrating on it or if it is reduced to 0 hit points. You can summon your eidolon a number of times equal to your Charisma modifier (minimum 1), and you regain all expended uses of summoning your eidolon when you finish a long or short rest. If you voluntarily dismiss your eidolon, when you summon it again, any hit points it had lost are restored. If your eidolon disappeared because it was reduced to 0 hit points, when next you summon it, as part of the action to summon it, you can direct it to spend Hit Dice to restore hit points.

You can use your bonus action to expend a spell slot of at least 1st level to restore hit points to your eidolon. Expending a spell slot of 1st level restores a number of hit points equal to 1d10 + your Charisma modifier. For each spell slot greater than 1, you restore an additional 1d10 hit points.

Your eidolon adds your proficiency bonus to its attack rolls and damage rolls. It also adds your proficiency bonus to any saving throws or skills it has proficiency in. The save DC of any special ability your eidolon has is equal to 8 + your proficiency modifier + your eidolon’s relevant ability score modifier. It has a number of hit points equal to its normal maximum or your level multiplied by 4 + its Constitution modifier. Regardless of its normal number of hit dice, your eidolon has a number of hit dice equal to your level in this class; the type of hit dice it has remains the same.

The type of eidolon you can select is determined by your archetype.

MONSTER SUMMONING:

At 1st level, you can use your action to expend a spell slot and summon one or more monsters. If you summon multiple monsters with a single use of this ability, they must be the same kind of monsters. Your summoned monsters persist as long as you concentrate on them, up to 10 minutes. If a monster is reduced to 0 hit points, it disappears. Monsters you summon are friendly to you. Monsters you summon act on your initiative and you can direct them to move without using an action. You can use your action to direct any or all the monsters you have summoned to do one of the following actions: make a single Attack, Dash, Disengage, Dodge, Help, or Hide. If you have multiple summoned monsters, you can direct them to do the same or different actions.

You have a list of known monsters equal to your summoner level + your Charisma modifier (minimum 1 monster). The monsters on your known monster level must be of a CR you can summon. Each time you gain a level in this class, you may exchange an old known monster for a new known monster. Your Dungeon Master may (and should) require you to have a hard copy of any monster you choose to summon.

At 1st level, you can expend a 1st level spell slot and summon one CR ¼ monster or two CR 1/8 monsters.
At 3rd level, you can expend a 2nd level spell slot and summon one CR ½ monster, two CR ¼ monsters, or four CR 1/8 monsters.
At 5th level, you can expend a 3rd level spell slot and summon one CR 1 monster or multiple monsters totaling CR 1.
At 7th level, you can expend a 4th level spell slot and summon one CR 2 monster or multiple monsters totaling CR 2.
At 9th level, you can expend a 5th level spell slot and summon one CR 3 monster or multiple monsters totaling CR 3.
At 11th level, you can expend a 6th level spell slot and summon one CR 4 monster or multiple monsters totaling CR 4.
At 13th level, you can expend a 7th level spell slot and summon one CR 5 monster or multiple monsters totaling CR 5.
At 15th level, you can expend an 8th level spell slot and summon one CR 6 monster or multiple monsters totaling CR 6.
At 17th level, you can expend a 9th level spell slot and summon one CR 7 monster or multiple monsters totaling CR 7.

SPELLCASTING:

Cantrips
You know two cantrips of your choice from the summoner spell list. You learn an additional cantrip at 4th level and again at 10th level.

Spells Known of 1st Level and Higher
You know two 1st level spells of your choice from the summoner spell list.

The Spells Known column from the Warlock table shows when you learn more summoner spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. In addition, you learn additional spells from your archetype; these additional archetype spells do not count against your number of spells known.
Additionally, when you gain a level in this class, you can choose one of the summoner spells you know and replace it with another spell from the summoner spell list, which also must be of a level for which you have spell slots.

Spell Slots
The summoner gains 1 spell slot at 1st level, 2 at 2nd level, 3 at 11th level, and 4 at 17th level. All of your spell slots are of the same level. Beginning at 1st level, your spell slots are 1st-level, at 3rd level, your spell slots increase to 2nd-level, at 5th level, your spell slots increase to 3rd-level, at 7th level, your spell slots increase to 4th-level, at 9th level, your spell slots increase to 5th-level. To cast one of your prepared summoner spells of 1st-level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

Summoner Arcanum
At 11th level, you learn a magical secret called a Summoner Arcanum. Choose one 6th-level spell from the summoner spell list as this Arcanum.
You can cast your Arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more summoner spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Summoner Arcanum when you finish a long rest.

Spellcasting Ability
Charisma is your spellcasting ability for your summoner spells, since you learn your spells through dedicated study and memorization. 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 summoner spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting
You can cast a summoner spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

EIDOLON EVOLUTIONS:

As you grow in power, so does your eidolon. Each eidolon is unique, and evolutions are used to customize your eidolon.

At 2nd level, your eidolon gains two eidolon evolutions of your choice. Your eidolon evolution options are detailed below. At levels 5, 7, 9, 12, 15, and 18 your eidolon gains an additional evolution. You cannot select the same evolution multiple times unless otherwise noted in the description of the evolution.
Additionally, when you gain a level in this class, you can choose one of the evolutions your eidolon has and replace it with another evolution that you could select at that level.

EVOLUTIONS:

Amphibious Swimmer
Your eidolon can breathe air and water. If your eidolon does not already have a swim speed, it gains a swim speed equal to its land speed. Your eidolon gains advantage on Strength (Athletics) checks made to swim.

Armor Proficiency
Your eidolon gains proficiency in light armor and shields. You can select this evolution up to 2 times. If selected twice, your eidolon gains proficiency in medium armor and heavy armor.

Armored Hide[/b[
Your eidolon’s natural armor bonus increases by an amount equal to your proficiency bonus.

[b]Blind Sight
Prerequisite: at least 9th level
Your eidolon gains blind sight with a range equal to your proficiency bonus multiplied by 20 feet.

Breath Weapon
Prerequisite: at least 5th level
Your eidolon gains a breath weapon. The breath weapon does 3d6 points of damage; this damage increases by 1d6 points at levels 9, 13, and 17. When you select this evolution, you choose the shape of its breath weapon: either a 15 foot cone or 30 foot line. You also select if the damage type is acid, cold, fire, or lightning; and it allows a Dexterity saving throw for half damage. The DC of the save is 8 + your proficiency bonus + your eidolon’s Constitution modifier. If your eidolon is an aberration, you may select psychic damage, and it allows an Intelligence saving throw for half damage. If your eidolon is a celestial, you may select radiant damage, and it allows a Wisdom saving throw for half damage. If your eidolon is an elemental, you gain a second breath weapon with a second energy type, and it allows a Constitution saving throw for half damage. If your eidolon is a fey, you may select thunder damage. If your eidolon is a fiend, you may select poison damage, and it allows a Constitution saving throw for half damage. If your eidolon is undead, you may select necrotic damage, and it allows a Constitution saving throw for half damage.
Once your eidolon uses its breath weapon, it must finish a short rest or long rest before it can use it again.

Cantrip
Prerequisite: Your eidolon must have an Intelligence, Wisdom, or Charima score of 10 or more.
Your eidolon learns one cantrip.

Climb
Your eidolon gains a climb speed equal to its speed. It gains advantage on Strength (Athletics) checks made to climb.

Cursed Strike
Prerequisite: Your eidolon must be a fiend
When your eidolon hits an opponent in melee, it can use its bonus action to curse its opponent. The opponent must make a Charisma saving throw with a DC equal to 8 + your proficiency bonus + your eidolon’s Charisma modifier or gain disadvantage on your eidolon’s choice of ability checks, attack rolls, or saving throws until the target creature finishes a long rest. Your eidolon must finish a short rest or a long rest before it can use this evolution again.

Damage Immunity
Prerequisite: You must be at least 15th level and your eidolon must have the Damage Resistance evolution.
Your eidolon gains immunity to bludgeoning, piercing, and slashing damage from non-magical weapons and resistance to bludgeoning, piercing, and slashing damage from magical weapons.

Damage Resistance
Your eidolon gains resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

Dimensional Step
[i]Prerequisite: You must be at least 7th level

Your eidolon can cast misty step. Your eidolon must finish a short rest before it can use it again. Your eidolon can cast dimension door. Your eidolon must finish a long rest before it can use it again.

Energy Attack
Prerequisite: You must be at least 5th level
Your eidolon’s natural weapons cause additional energy damage. Select one of the following energy types: acid, cold, fire, or lightning. Your eidolon’s natural attacks do an additional 1d6 points of the selected energy type. If your eidolon is an aberration, you may select psychic damage. If your eidolon is a celestial, you may select radiant damage. If your eidolon is a fiend, you may select poison damage. If your eidolon is an undead, you may select necrotic damage.

Expertise
Select 2 skills your eidolon is proficient in. Your eidolon doubles your proficiency bonus on checks made with the selected skills. You may select this evolution twice. Each time you do, you select 2 skills that your eidolon is proficient in.

Fast Healing
Prerequisite: You must be at least 7th level
Your eidolon can spend Hit Dice as a bonus action.

Fast Movement
Your eidolon’s base speed increases by 10 feet. Your eidolon can use the Dash action as a bonus action. You can select this evolution multiple times. Each time you do, your eidolon’s base speed increases by 10 feet.

Feat
Prerequisite: You must be at least 5th level
Your eidolon gains one feat. It must meet the prerequisites of the selected feat.

Flight
Prerequisite: You must be at least 5th level
Your eidolon gains a fly speed equal to double its base land speed.

Frightful Presence
Prerequisite: You must be at least 9th level
Your eidolon can use its bonus action to frighten all opponents within 30 feet if they fail a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your eidolon’s Charisma modifier. Those that fail their saving throw are frightened for 1 minute. Once your eidolon uses this ability, it must finish a short rest or long rest before using it again.

Greater Breath Weapon
Prerequisite: You must be at least 9th level and your eidolon must have the Breath Weapon evolution
Your eidolon’s breath weapon improves. Your eidolon’s breath weapon’s size increases to a cone 30 feet long or a line 60 feet long. The damage dice of your eidolon’s breath weapon increases from d6s to d10s. Each round after your eidolon uses its breath weapon, roll 1d6. If the result is a 6, your eidolon regains the uses of its breath weapon.

Immunity
Prerequisite: You must be at least 12th level and your eidolon must have the Resistance evolution
Select a damage type against which you have resistance. You gain immunity to the selected damage type. You may select this evolution multiple times. Each time you do, you select a different damage type to become immune to.

Improved Damage
Prerequisite: You must be at least 7th level
Select one natural attack of you eidolon. Double the number of damage dice the selected natural attack does. You can select this evolution multiple times. Each time you do, you must select a different natural weapon.

Incorporeal
Prerequisite: You must be at least 5th level and your eidolon must be undead
Your eidolon becomes incorporeal.

Magic Attacks
Prerequisite: You must be at least 5th level
Your eidolon’s natural attacks overcome damage resistance and damage immunity as if they were magic weapons. Its natural attacks gain a bonus equal to half your proficiency bonus on attack rolls and damage rolls.

Magic Resistance
Prerequisite: You must be at least 12th level
Your eidolon gains advantage on saving throws against spells and other magical effects.

Major Spell
Prerequisite: You must be at least 9th level and your eidolon must have the Minor Spell evolution
Your eidolon learns one 2nd level spell from any class’s spell list. Your eidolon uses that class’s spell casting ability score to determine the saving throw or spell attack roll for the selected spell. After your eidolon casts it, it must finish a long rest before casting it again. Your eidolon regains the ability to cast the 1st level spell it learned from the Minor Spell evolution after finishing a long rest or a short rest.

Minor Spell
Prerequisite: You must be at least 5th level and your eidolon must have the Cantrip evolution
Your eidolon learns one 1st level spell from any class’s spell list. Your eidolon uses that class’s spell casting ability score to determine the saving throw or spell attack roll for the selected spell. After your eidolon casts it, it must finish a long rest before casting it again.

Multi-Attack
Prerequisite: You must be at least 5th level and your eidolon must have 2 or more natural attacks
When you command your eidolon to use the Attack action, it can attack with a number of natural attacks equal to your proficiency bonus.

Parry
Your eidolon can use its reaction to add your proficiency bonus to its AC against a single attack.

Poison
Prerequisite: You must be at least 7th level
Select one of your eidolon’s natural attacks. The selected natural attack does an additional 2d6 points of poison damage and gain the poisoned condition for 1 minute. A creature damaged by your eidolon’s poison can make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your eidolon’s Constitution modifier to halve the damage and avoid the poisoned condition.

Reach
Prerequisite: You must be at least 5th level and your eidolon must be at least Medium-sized
Your eidolon’s reach increases by 5 feet.

Reactive Resistance
Your eidolon can use its reaction to gain resistance against the damage of an attack. Your eidolon must finish a short rest or a long rest before using this evolution again.

Rend
Prerequisite: You must be at least 9th level and your eidolon must have the Multiattack evolution
When your eidolon hits the same opponent with at least 2 of its natural weapons in the same round, your eidolon does an additional 4d6 points of damage. This damage increases to 5d6 at 13th level and 6d6 at 17th level.

Repelling Breath Weapon
Prerequisite: You must be at least 9th level and your eidolon must have the Breath Weapon evolution
Your eidolon’s breath weapon improves. Creatures that fail their saving throws against your breath weapon are pushed back a number of feet equal to 5 multiplied by your proficiency bonus.

Resistance
Prerequisite: You must be at least 5th level
Select acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage. You gain resistance to the selected damage type. You may select this evolution multiple times. Each time you do, you select a different damage type to become resistant to.

Scent
Your eidolon gains the Scent special ability.

Shoving Attack
When your eidolon makes a successful natural attack, it can use its bonus action to make a Strength (Athletics) check to shove the opponent. If your eidolon is at least 2 size categories larger than its opponent, it has advantage on the Strength (Athletics) check.

Skilled
Your eidolon gains proficient in 2 skills. You can select this evolution multiple times. Each time this evolution is selected, you must select 2 different skills.

Slippery
Your eidolon has advantage on ability checks and saving throws to avoid being grappled or restrained.

Smite
Prerequisite: Your eidolon must be a celestial
Your eidolon can use its bonus action to designate a creature it can see or hear as the target of its smite. Your eidolon adds its Charisma bonus to attack and damage rolls against the target of its smite. Your eidolon must finish a short rest or long rest before it can use its smite ability again.

Sudden Safety
Your eidolon can use its reaction to gain advantage on saving throw. Your eidolon must finish a short rest or a long rest before it can use this evolution again.

Tough
Your eidolon gains the Tough feat.

Tremorsense
Prerequisite: You must be at least 7th level
Your eidolon gains Tremorsense with a range equal to your proficiency bonus multiplied by 20 feet.

True Sight
Prerequisite: You must be at least 15th level
Your eidolon gains True Sight with a range of 150 feet.

Weapon Proficiency
Your eidolon gains proficiency in all simple weapons. Your eidolon can select this evolution a second time, and it gains proficiency in all martial weapons.

SUMMONER SECRETS
At 6th level, you learn a Summoner Secret. At levels 10, 14, and 18, you learn an additional Summoner Secret. You must meet the prerequisites, if any, of the selected Summoner Secret. Summoner Secrets are described below.

Summoner Secrets:

Aspect
You expend 1 spell slot and gain the benefits of an evolution that your eidolon possesses until you finish a short rest or a long rest. You can only gain the benefit of a single evolution at one time.

Bond Senses
You can use your action to see and hear what your eidolon can see and hear. You gain the benefits of any special senses your eidolon has when you do this. Your eidolon must be on the same plane as you to use this ability. While you uses this ability, you are blind and deaf in relation to your own body.

Greater Aspect
Prerequisites: You must be at least 14th level and have the Aspect Summoner Secret
You can spend multiple spell slots and gain the benefits of multiple evolutions that your eidolon possesses until you finish a short rest or a long rest.

Instant Transposition
If you and your eidolon are within a number of feet equal to your proficiency bonus multiplied by 20, you can use your bonus action or reaction to swap places with each other by teleporting to each other’s spot. Once you use this ability, you must finish a long rest or short rest before you can use it again.

Life Link
When your eidolon is wounded, you can use your reaction to transfer a number of your hit points to your eidolon. When you are wounded, your eidolon can use its reaction to transfer a number of its hit points to you.

Master’s Call
You can use a bonus action to summon your eidolon to an unoccupied space within 30 feet of you.

Merge Forms
You can merge into and control your eidolon’s body. You use all your eidolon’s physical ability scores and statistics. You retain your own Intelligence, Wisdom, and Charisma score, as well as any proficiencies and spellcasting ability you possess.

Quick Cantrip
You can use your bonus action to cast a cantrip.

Quick Command
You can use your bonus action to command your eidolon or a summoned monster.

Share Spell
When you cast a spell that targets yourself, you can choose for the spell to also target your eidolon even if the spell would normally not affect the creature type of your eidolon. Your eidolon must be within 60 feet of you for you to use this ability.

Shield Ally
When your eidolon is adjacent to you, opponents have disadvantage on attack rolls made against you. Your eidolon can use its reaction to add your proficiency bonus to an attack or grant you advantage on a saving throws.

Upgrade Eidolon
Your eidolon becomes more potent and powerful as its form changes. Select a creature appropriate to your archetype of CR 2 or less to be your eidolon. At 10th level, you can select a creature of CR 4 or less. At 14th level, you can select a creature of CR 6 or less. At 18th level, you can select a creature of CR 8 or less. The selected creature follows all the rule for eidolons, except for its higher CR.

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

In addition, when you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one of your eidolon’s ability score of your choice by 2, or you can increase two of your eidolon’s ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

If you play in a game that grants you the option to gain a feat in place of an ability score improvement, you also have the option to grant your eidolon a feat in place of an ability score improvement.

TWIN EIDOLON

At 20th level, you can use your bonus action to assume a form identical to your eidolon. You gain your eidolon’s physical attributes, including its Strength, Dexterity, and Constitution scores and proficiencies. You retain your own Intelligence, Wisdom, and Charisma scores, proficiencies, and spellcasting ability.

SUMMONER SPELL LIST:

Cantrips (0 Level)
Acid Splash, Blade Ward, Dancing Lights, Guidance, Light, Mage Hand, Message, Poison Spray, Prestidigitation, Produce Flame, Resistance, True Strike

1st Level
Alarm, Animal Friendship, Bless, Compelled Duel, Comprehend Languages, Create or Destroy Water, Detect Evil and Good, Detect Magic, Ensnaring Strike, Entangle, Expeditious Retreat, Feather Fall, Find Familiar, Fog Cloud, Grease, Heroism, Identify, Jump, Longstrider, Mage Armor, Protection from Evil and Good, Sanctuary, Shield, Shield of Faith, Speak with Animals, Tenser’s Floating Disk, Unseen Servant

2nd Level
Aid, Alter Self, Animal Messenger, Barkskin, Beast Sense, Blur, Cloud of Daggers, Darkvision, Enhance Ability, Enlarge/Reduce, Find Steed, Flame Blade, Flaming Sphere, Gust of Wind, Locate Animals or Plants, Melf’s Acid Arrow, Misty Step, Nystul’s Magic Aura, Rope Trick, Spike Growth, Spiritual Weapon, Warding Bond, Web

3rd Level
Blink, Conjure Animals, Conjure Barrage, Counterspell, Create Food and Water, Dispel Magic, Fly,
Glyph of Warding, Haste, Leomund’s Tiny Hut, Magic Circle, Phantom Steed, Sleet Storm, Spirit Guardians, Stinking Cloud, Wind Wall

4th Level
Arcane Eye, Banishment, Conjure Minor Elementals, Conjure Woodland Beings, Dimension Door,
Dominate Beast, Evard’s Black Tentacles, Fabricate, Giant Insect, Grasping Vine, Guardian of Faith, Leomund’s Secret Chest, Locate Creature, Mordenkainen’s Faithful Hound, Mordenkainen’s Pri¬vate Sanctum, Phantasmal Killer, Polymorph

5th Level
Animate Objects, Antilife Shell, Banishing Smite, Bigby’s Hand, Cloudkill, Conjure Elemental, Conjure Volley, Contact Other Plane, Creation, Dispel Evil and Good, Dominate Person, Insect Plague, Mass Cure Wounds, Planar Binding, Rary’s Telepathic Bond, Teleportation Circle, Wall of Force, Wall of Stone

6th Level
Arcane Gate, Conjure Fey, Drawmij’s Instant Summons, Forbiddance, Globe of Invulnerability,
Guards and Wards, Planar Ally, Wall of Ice, Wall of Thorns, Word of Recall

7th Level
Conjure Celestial, Etherealness, Mordenkainen’s Magnifi¬cent Mansion, Plane Shift, Project Image,
Sequester, Simulacrum, Symbol, Teleport

8th Level
Animal Shapes, Antimagic Field, Clone, Demiplane, Dominate Monster, Incendiary Cloud, Maze, Mind Blank, Telepathy

9th Level
Astral Projection, Gate, Mass Heal, Prismatic Wall, Shapechange, Storm of Vengeance, True Polymorph

RPG Superstar 2012 Top 32

GUNSLINGER
Gunslingers are a bold and mysterious lot. While many treat the secrets of black powder with the same care and reverence that a wizard typically reserves for his spellbook, most gunslingers know that firearms are a secret that cannot remain concealed forever. While current firearms are simple, often imprecise, and even dangerous devices, they are a technology on the move, and one that will become even more powerful when it is fully fused with magic.

Level Ability
1. Nimble Defense, Point Blank Shot
2. Deeds, Grit
3. Gunslinger Archetype
4. Ability Score Increase
5. Gun Training (+1 die)
6. Deeds
7. Archetype Feature
8. Ability Score Increase
9. Greater Nimble Defense
10. Deeds
11. Gun Training (+2 dice)
12. Ability Score Increase
13. Greater Grit
14. Deeds
15. Archetype Feature
16, Ability Score Increase
17. Gun Training (+3 dice)
18. Deeds
19. Ability Score Increase
20. True Grit

CLASS FEATURES

HIT POINTS
Hit Dice: 1d10 per gunslinger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per gunslinger level after 1st

PROFICIENCIES
Armor: Light armor
Weapons: Simple and martial weapons and firearms
Tools: gunsmithing tools.

Saving Throws: Strength, Dexterity
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Deception, History, Intimidation, Medicine, Perception, Sleight of Hand, Stealth, Survival

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a pistol or (b) a rifle or (c) a shotgun
(a) a dungeoneer’s pack or (b) an explorer’s pack
(b) any martial weapon or (b) two simple weapons
(a) Leather armor, two daggers, and a gunsmithing kit

NIMBLE DEFENSE

Beginning at 1st level, when you are wearing light armor or no armor, you add half your proficiency bonus to your Armor Class.

POINT BLANK SHOT

Beginning at 1st level, when you make a ranged attack with a firearm against a target that is within short range, you gain advantage on the attack roll.

DEEDS

When you reach 2nd level, and again at 6th, 10th, 14th, and 18th level, you select 2 deeds. You cannot select the same deed multiple times, unless otherwise noted. You must meet any prerequisites of a selected deed. The saving throw for any of your deeds is equal to 8 + your proficiency bonus + your Dexterity modifier. Deeds are detailed below.

Deeds:

Accurate Shooting
As long as you have at least 1 grit point, you gain a +2 bonus on attack rolls with firearms.

Bleeding Wound
Prerequisite: You must be 10th level
When you hit a living creature with a firearm attack, you can spend 1 grit point to have that attack deal extra bleed damage. The amount of bleed damage is equal to your Dexterity modifier. Alternatively, you can spend 2 grit points to grant your target disadvantage on your choice of Strength or Dexterity ability checks, attack rolls, and saving throws for 1 minute or until the target is receives magical healing, an ally performs a DC 20 Medicine check on the target, or the Stop Bleeding Utility Shot.

Cheat Death
When you are reduced to 0 hit points, you can use your reaction to spend all of your remaining grit (minimum 1 grit) and instead be reduced to 1 hit point.

Covering Fire
When an opponent makes a ranged attack roll against one of your allies, you can use your reaction to spend 1 grit point and grant disadvantage against that attack roll.

Deadeye
You can target a creature within long range of your firearm and spend 1 grit point to grant yourself advantage on the attack roll.

Deadshot
Prerequisite: You must be 18th level
When you score a critical hit, you can spend 1 grit point to force your target to make a Constitution saving throw or die. You do not regain grit when you use this deed.

Dive for Cover
When you are the target of a ranged attack, you can use your reaction to spend 1 grit point to grant disadvantage on that attack roll and either move up to half your speed or become prone.

Evasive
Prerequisite: You must be 10th level.
When you have at least 1 grit point, you gain the benefit of the evasion and uncanny dodge rogue class features.

Gunslinger Dodge
You can use your reaction to spend 1 grit point and add your proficiency bonus to your AC for 1 round. This stacks with Nimble Defense.

Gunslinger Initiative
As long as you have at least 1 grit point, you have advantage on initiative rolls. When you roll initiative, you can draw 1 firearm.

Menacing Shot
Prerequisite: Startling Shot or 14th level
You can spend 1 grit point, shoot a firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell.

Pistol Whip
You can make a melee attack with the butt of your firearm. You are proficient with this attack. A pistol does 1d6 points of damage and has the finesse quality. A rifle or shotgun does 1d10 points of damage. If you hit, you can use your bonus action to use the Shove action to make your opponent prone; you can spend 1 grit point to gain advantage on the Athletics check to make your opponent prone.

Repelling Shot
You can move your opponents back when you shoot them. When you hit an opponent, you can spend a number of grit points up to your proficiency bonus, and your opponent is moved backwards 10 feet per point of grit spent. The opponent can make a Strength saving throw to halve the distance moved.

Quick Clear
When you have at least 1 grit point, you can spend an action to remove the broken condition from 1 firearm. You can spend 1 grit point to use your bonus action to remove the broken condition from 1 firearm.

Sharp Shooter
You gain the Sharp Shooter feat.

Slinger’s Luck
You can spend grit to enhance your luck. You can use your reaction to spend 1 grit point to re-roll an ability check. You can use your reaction to spend 2 grit points to re-roll a saving throw.

Startling Shot
You can spend 1 grit point when you target a creature with a firearm to scare it. The target must make a Wisdom saving throw or become frightened for a number of rounds equal to your proficiency bonus; your opponent has disadvantage on the saving throw if you damage it with your shot.

Targeting
You can make a single firearm attack and choose part of the body to target. You gain the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature you target.
• Arms: On a hit, the target takes no damage from the hit but drops one carried item of your choice, even if the item is wielded with two hands.
• Head: On a hit, the target is damaged normally, and is also confused for 1 round.
• Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to being prone are immune to this effect.
• Torso: Targeting the torso scores a critical hit on a 19–20.
• Wings: On a hit, the target is damaged normally, and must make a DC 15 Dexterity saving throw or fall 20 ft.

Utility Shot
When you have at least 1 grit point, you can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but you must declare the utility shot you are using before firing the shot.
Blast Lock: You make an attack roll against a lock within the close range of your firearm. A lock usually has AC 10 or the DC to use thieves’ tool to disable it. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using thieves’ tools, or with the break DC, though the DC increases by 5. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
Scoot Unattended Object: You make an attack roll against a Tiny unattended object within close range of her firearm. A Tiny unattended object has an AC of 10. On a hit, you do not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, you damage the object normally.
Stop Bleeding: You make a firearm attack and then press the hot barrel against yourself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. You do not have to make an attack roll when performing this deed in this way; you can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

GRIT

At 2nd level, you gain a pool of grit points that you can spend to perform your deeds. Your pool of deeds cannot exceed you level in this class. Your grit points are renewed when you finish a long rest. You also regain 1 point of grit when you score a critical hit or reduce an opponent to 0 hit points (the opponent must have a CR of at least ½ your character level).

GUNSLINGER ARCHETYPE

At 3rd level, you select one of the following archetypes. Your archetype grants you features at 3rd level, 7th level, and 15th level.

Big Game Hunter:

Big Game Hunter

Skilled Hunter
At 3rd level, you become proficient in your choice of one of the following skills: Animal Handling, Nature, Perception, Stealth, or Survival.

Mark of the Hunter
Beginning at 3rd level, you can spend 2 grit points and cast hunter’s mark.

Big Game Hunting
Beginning at 7th level, when you use a firearm to damage a creature that is at least one size category larger than you and that creature has less than its hit point maximum, your firearm does an additional die of damage.

The Bigger They Are, the Harder They Fall
Beginning at 15th level, when you score a critical hit against a creature that is at least one size category larger than you, you can spend 3 grit points and roll the damage three times instead of twice.

Musketeer:

Steady Aim
At 3rd level, when you do not move on your turn and use the Attack action to shoot a two-handed firearm, you can spend 1 grit point as a bonus action and grant yourself advantage on the attack roll, even if your target is within the long range increment of your firearm.

Fusillade
At 3rd level, when you and at least 3 other musketeers target the same creature, you can choose to not make attack rolls and instead force the target to make a Dexterity saving throw, using the DC of the musketeer with the highest saving throw DC. The target takes damage equal to a critical hit from the highest level musketeer, or half damage on a successful Dexterity saving throw.

Extend Range
At 7th level, the short range of any two-handed firearm you wield is doubled.

Rapid Shot
At 15th level, when you take the Attack action while wielding a two-handed firearm, you can use your bonus action and spend 2 grit points to load and shoot your two-handed firearm twice on your turn.

Mysterious Stranger:

Focused Aim
At 3rd level, you can spend 1 grit point and add your Charisma modifier (minimum 1) to the attack and damage rolls on the next firearm attack you make before the end of your turn.

Hidden Mien
At 3rd level, when your face, name, or identity is hidden or unknown, you gain advantage on Deception and Intimidation checks.

Grim Determination
At 7th level, you gain proficiency on Wisdom and Charisma saving throws.

Clipping Shot
At 15th level, when you miss with a firearm attack, you can spend 1 grit point to deal half the damage that attack would have dealt if it were a hit (roll damage normally). You can decide to use this deed and spend the grit point after making the attack.

Pistolero:

Double Barrel Fighting
At 3rd level, when you use your bonus action to shoot a second one-handed firearm, you may add your Dexterity modifier to the damage.

Up Close and Deadly
At 3rd level, when you hit a target with a one-handed firearm, you can spend 1 grit point to deal 1d6 points of extra damage on a hit. If you miss with the attack, you graze the target, dealing half the extra damage anyway. This extra damage increases to 2d6 at 7th level, to 3d6 at 11th level, to 4d6 at 15th level, and to 5d6 at 19th level.

Twin Shot Knockdown
At 7th level, when you hit a single target with two one-handed firearm attacks during your turn, you can spend 1 grit point to knock the target prone. You can choose to spend the grit point after the attacks are made.

Diving Shots
At 15th level, when you take the Dash action, you can use your bonus action to spend 1 grit point and make a ranged attack with a one-handed firearm or spend 2 grit points and make two ranged attacks with 2 one-handed firearms.

Sniper:

Hidden Shot
At 3rd level, when you wield a two-handed firearm and hit a target that cannot see you, you treat the hit as a critical hit.

Steady Aim
At 3rd level, when you do not move on your turn and use the Attack action to shoot a two-handed firearm, you can spend 1 grit point as a bonus action and grant yourself advantage on the attack roll, even if your target is within the long range increment of your firearm.

Sniper’s Shot
At 7th level, you double the long range of any two-handed firearm you wield.

Lethal Shot
At 15th level, when you score a critical hit with a two-handed firearm, you roll damage 3 times instead of twice.

Technician:

Gunsmithing Savant
At 3rd level, you double your proficiency bonus when using gunsmithing tools. You have advantage on checks when using gunsmithing tools.

Gunsmithing Inventor
At 3rd level, you learn how to craft 1 type of modern firearm. You gain proficiency in the selected type of modern firearm. At 7th level, and again at levels 11, 15, and 19, you learn how to craft, and gain proficiency in, an additional type of modern firearm.

Extra Firearm Attack
At 7th level, when you are wielding a modern firearm and use the Attack action, you can make 2 ranged attacks instead of just one.
At 15th level, when you are wielding a modern firearm and use the Attack action, you can make 3 ranged attacks instead of just one or two.

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

GUN TRAINING

At 5th level, when you wield a firearm, you roll two damage dice instead of one. At 11th level, you roll three damage dice instead of one. At 17th level, you roll four damage dice instead of one.

GREATER NIMBLE DEFENSE

At 9th level, your Nimble Defense ability improves. When you wear light armor or no armor, you add your proficiency bonus to your AC.

GREATER GRIT

At 13th level, you regain 1d6 grit points when you finish a short rest. As usual, the size of your grit pool cannot exceed your level in this class.

TRUE GRIT

At 20th level, when you roll initiative and you have no grit points, you regain 1d6 grit points.

RPG Superstar 2012 Top 32

WIZARDS OF HIGH SORCERY

The Wizards of High Sorcery provide alternate Arcane Traditions native the world of Krynn from the Dragonlance campaign setting. The magic of the Wizards of High Sorcery is influenced by the three moons of magic: the red moon Lunitari, the white moon Solinari, and the secret black moon Nuitari.

Orders of High Sorcery

At 2nd level, you join one of the Orders of High Sorcery. The order you join is determined by your alignment. If you are evil, you join the Order of the Black Robed Wizards, and the black moon Nuitari is your magical patron. If you are good, you join the Order of the White Robed Wizards, and the white moon Solinari is your magical patron. If you are neither evil nor good, you join the Order of the Red Robed Wizards, and the red moon Lunitari is your magical patron.

Tests of High Sorcery

Beginning at 2nd level, when you prepare spells, your magic is affected by your relationship with the three moons of magic: the black moon Nuitari, the white moon Solinari, and the red moon Lunitari. When you prepare spells, you take three Tests of High Sorcery: the Black Magic Test, the Red Magic Test, and the White Magic Test. The results of those Tests grant you Magic Points you can use to perform various magical deeds, as described below.

Black Magic Test

Beginning at 2nd level, when you prepare spells, make an Intelligence (Arcana) check. If you are a member of the Order of the Black Robes, you have advantage on this roll, if you are a member of the Order of the White Robes, you have disadvantage on this roll. You gain 1 Black Magic Point for every 10 points of your Intelligence (Arcana) check. You can spend 1 Black Magic Point as a bonus action to grant yourself advantage on the next attack roll you make or force the targets of the next spell you cast to have disadvantage on their saving throws against that spell.

Red Magic Test

Beginning at 2nd level, when you prepare spells, make an Intelligence (Arcana) check. If you are a member of the Order of the Red Robes, you have advantage on this roll. You gain 1 Red Magic Point for every 10 points of your Intelligence (Arcana) check. You can use your reaction to grant a creature within 60 feet of you advantage or disadvantage on an ability check.

White Magic Test

Beginning at 2nd level, when you prepare spells, make an Intelligence (Arcana) check. If you are a member of the Order of the White Robes, you have advantage on this roll, if you are a member of the Order of the Black Robes, you have disadvantage on this roll. You gain 1 White Magic Point for every 10 points of your Intelligence (Arcana) check. You can use your reaction to spend 1 White Magic Point to grant your allies advantage on the next saving throw they make or force an opponent to have disadvantage on the next attack roll it makes.

High Sanction and Low Sanction

Beginning at 2nd level, if you roll a natural 20 on your Intelligence (Arcana) check when rolling for Black Magic, Red Magic, or White Magic, you increase the number of Black Magic Points, Red Magic Points, and White Magic Points you gain by 1 and when you use Arcane Recovery, you increase the number of spell levels recovered by 1. If you roll a natural 1 on your Intelligence (Arcana) check when rolling for Black Magic, Red Magic, or White Magic, you decrease the number of Black Magic Points, Red Magic Points, and White Magic Points by 1 and when you use Arcane Recovery, you reduce the number of spell levels recovered by 1.

Lunar Alignment

Beginning at 2nd level, you benefit when the moons align. When you gain the same number of Magic Points on two of your Magic Test rolls, increase the number of Magic Points gained from both of those Magic Tests by 1. When you gain the same number of Magic Points on all three of your Magic Test rolls, you increase the number of Magic Points gained from all three of those Magic Test rolls by 2.

Metamagic

At 6th level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th level and 14th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Metamagic Options:

Black Magic Spell
When you cast a spell that causes damage, you can spend 1 Black Magic Point to change the damage type of the spell to necrotic damage. You gain 1 hit point for each creature this spell drops to 0 hit points.

Bloody Spell
When you cast a spell, you can use your blood to make the spell more potent. To do so, you spend 1 Black Magic Point and use your bonus action to damage yourself with a dagger when you cast the spell. You can choose to add the amount of damage you caused to yourself to the saving throw DC of the spell you cast or to the damage caused by the spell you cast.

Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 Magic Point and choose a number of those creatures equal to your Intelligence modifier (minimum of one creature). A chose creature automatically succeeds on its saving throw against the spell.

Conserving Spell
When you activate a magic item that has charges, you can expend a number of Red Magic Points in place of spending a charge. Alternatively, if the magic item has a limited times per day it can be used, you can use the item an additional time beyond this limit by expending a number of Red Magic Points. The number of Red Magic Points you must expend to activate the magic item is determined by the magic item’s rarity, as detailed below.
Rarity.......Red Magic Points
Common..................1
Uncommon...............2
Rare........................3
Very Rare.................4
Legendary................5

Devouring Spell
You can spend 1 Black Magic Point as a bonus action when you cast a spell and you regain a number of hit points equal to double the level of the spell if the spell damages another creature.

Distant Spell
When you cast a spell with a range of 5 feet or greater, you can spend 1 Magic Point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 Magic Point to make the range of the spell 30 feet.

Elemental Spell
When you cast a spell that causes acid, cold, fire, lightning, or thunder damage, you can spend 1 Red Magic Point to change its damage type to acid, cold, fire, lightning, or thunder damage.

Empowered Spell
When you roll damage for a spell, you can spend 1 Magic Point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Magic Point to double its duration, to a maximum duration of 24 hours.

Heroic Spell
When you cast a spell that affects one or more allies, you can spend 1 White Magic Point to grant the allies affected by your spell a number of temporary hit points of equal to double the level of the spell slot expended.

Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 Magic Points to change the casting time to 1 bonus action for this casting.

Subtle Spell
When you cast a spell, you can cast 1 Magic Point to cast it without any somatic or verbal components.

Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of Magic Points equal to the spell’s level to target a second creature in range with the same spell (1 Magic Point if he spell is a cantrip).

Warding Spell
You can use your reaction to spend 1 White Magic Point and expend a spell slot of 1st-level or higher. You grant a single ally within 60 feet of you a bonus to its AC equal to double the level of the expended spell slot. Alternatively, you can grant all allies within 60 feet of you a bonus equal to the level of the expended spell slot against a single effect.

White Magic Spell
When you cast a spell that causes damage, you can choose to change the damage type to radiant damage. If this spell drops one or more creatures to 0 hit points, you can choose to knock the creatures out. A knocked out creature falls unconscious and is stable.

Wizard of High Sorcery Feats:

Black Robed Wizard
Prerequisite: Order of the Black Robed Wizards Arcane Tradition

Increase your Intelligence score by 1, to a maximum of 20.
You double your proficiency bonus on Intelligence (Arcana) checks made to take the Black Magic Test.
You add bane and 1 spell from the warlock spell list of a level that you can cast to your spellbook.

Red Robed Wizard
Prerequisite: Order of the Red Robed Wizards Arcane Tradition

Increase your Intelligence score by 1, to a maximum of 20.
You double your proficiency bonus on Intelligence (Arcana) checks made to take the Red Magic Test.
You add command and 1 spell from the druid spell list of a level that you can cast to your spellbook.

White Robed Wizard
Prerequisite: Order of the White Robed Wizards Arcane Tradition

Increase your Intelligence score by 1, to a maximum of 20.
You double your proficiency bonus on Intelligence (Arcana) checks made to take the White Magic Test.
You add bless and 1 spell from the bard spell list of a level you can cast to your spellbook.

RPG Superstar 2012 Top 32

INQUISITOR

Inquisitors are divine agents that investigate the enemies of their faith, be they heretics hiding within the body of the church or cultists from rival faiths, explore ancient ruins and dusty scriptoriums, retrieve relics and artifacts from tombs and vaults, or execute practitioners of forbidden magics.

LEVEL FEATURES
1. Judgement, Monster Lore, Spellcasting
2. Archetype, Cunning Initiative
3. Share Judgment, Teamwork Tactics
4. Ability Score Improvement
5. Bane (2d6)
6. Archetype Feature
7. Second Judgment
8. Ability Score Improvement
9. Bane (3d6)
10. Forbidden Knowledge, Greater Judgment
11. Stalwart
12. Ability Score Improvement
13. Bane (4d6)
14. Archetype Feature, Forbidden Knowledge
15. Exploit Weakness, Third Judgment
16. Ability Score Improvement
17. Bane (5d6)
18. Forbidden Knowledge, Slayer
19. Ability Score Improvement
20. Final Judgement

CLASS FEATURES

HIT POINTS
Hit Dice: 1d8 per inquisitor level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per inquisitor level after 1st

PROFICIENCIES
Armor: Light and medium armor, shield
Weapons: Simple weapons, heavy crossbows, longbows, whips.
Tools: none

Saving Throws: Constitution, Charisma
Skills: Choose two skills from Arcana, Athletics, History, Insight, Intimidation, Investigation, Medicine, Perception, Religion, Stealth, Survival.

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) Any simple weapon
(a) a component pouch or (b) holy symbol
(a) a priest’s pack or (b) an explorer’s pack
(a) a light crossbow or (b) two daggers or (c) a shield
(a) Leather armor or (b) or scale armor

JUDGEMENT
Starting at 1st level, you can pronounce judgment upon your foes as a bonus action by expending a spell slot of 1st level or higher. Starting when the judgment is made, you receive a bonus or special ability based on the type of judgment made. Once activated, this ability lasts for 1 minute, at which point all of the bonuses immediately end. You must participate in the combat to gain these bonuses. If you are frightened, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until you can participate in the combat again.
When you use this ability, you must select one type of judgment to make. As a bonus action, you can change this judgment to another type. At 7th level, when you activate your Judgement ability, you select two judgments, but you can only change one of them at a time by using a bonus action. At 15th level, when you activate your Judgment ability, you select three judgments.

Judgments:

Judgments
Destruction
You add your proficiency bonus to your weapon damage rolls.
Healing
You heal a number of hit points each round equal to your proficiency bonus.
Heroics
You gain a number of temporary hit points each round equal to your proficiency bonus.
Justice
You double your proficiency bonus on weapon attack rolls.
Piercing
You double your proficiency bonus on spell attack rolls and double your proficiency bonus on the Saving Throw DCs of your inquisitor spells.
Protection
You add your proficiency bonus to your AC.
Purity
You gain proficiency in all your saving throws. You double your proficiency bonus on saving throws you are already proficient in.
Resiliency
You gain resistance to non-magical bludgeoning, piercing, and slashing damage.
Resistance
You gain resistance to your choice of one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Smiting
Your weapons are treated as magic for the purposes of bypassing resistance or invulnerability to non-magical weapons.

MONSTER LORE
At 1st level, you have advantage on Intelligence checks made to know information about monsters.

SPELLCASTING:

SPELLCASTING
Your devotion to your ideals and your deity, as well as your study of sacred texts, have granted you the ability to use divine spells.
Cantrips
You know two cantrips of your choice from the inquisitor spell list. You learn an additional inquisitor cantrip of your choice at 4th level and 10th level.
Spell Slots
The Bard table shows how many spell slots you have of cast your 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.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the inquisitor spell list.
The Spells Known column of the Bard table shows when you learn more inquisitor spells of your choice. Each of these spells must be f a level for which you have spell slots, a shown on the table.
Additionally, when you gain a level in this class, you can choose one of the inquisitor spells you know and replace it with another spell from the inquisitor spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your inquisitor spells, since you learn your spells through dedicated prayer and divine intervention. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an inquisitor spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast any inquisitor spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a holy symbol a spellcasting focus for your inquisitor spells.


ARCHETYPES
At 2nd level, your dedication to the path of the inquisitor grants you one of the following archetypes: Crusader, Exorcist, Harrier, Inspector, Lictor, or Warden. You gain archetype features at 2nd level, and again at 6th level and 14th level. The details of the archetypes are detailed below.
CRUSADER:

CRUSADER
BONUS PROFICIENCIES
At 2nd level, you gain proficiency in heavy armor and martial weapons.

FIGHTING STYLE
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.
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.

EXTRA ATTACK
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

BONUS FEAT
Beginning at 14th level, you select 1 feat. A number of times per day equal to your Wisdom modifier (minimum once) you can use your bonus action to change this feat to a different feat.

EXORCIST:

EXORCIST
Arcane Historian
At 2nd level, you gain proficiency in Arcana and History. You add double your proficiency on Intelligence (Arcana) and Intelligence (History) checks.
Exorcize
Beginning at 2nd level, you can use the Help action to grant an ally advantage on a saving throw against an ongoing effect. Additionally, you can use your reaction to grant an ally advantage on a saving throw against a spell; once you use this ability, you must finish a short rest or a long rest before you can use it again.
Undo Magic
At 6th level, you add counterspell and dispel magic to your list of known spells. These spells do not count against your number of known spells.
Devour Magic
At 14th level, whenever you successfully prevent a spell from being cast by using counterspell or dispel a spell using dispel magic, you regain a number of hit points equal to double the spell’s level and gain any excess hit points as temporary hit points.

HARRIER:

HARRIER
Wild Walker
At 2nd level, you gain proficiency in Acrobatics and Survival. You add double your proficiency bonus on Dexterity (Acrobatics) and Wisdom (Survival) checks.
Fast Movement
At 2nd level, you gain a 10 foot bonus to your speed. You can use your bonus action to take the Dash or Disengage action.
Pursue Enemy
At 6th level, when a hostile creature leaves the area you threaten, you can use your reaction to follow it a distance up to your speed. This movement does not provoke opportunity attacks. You can choose to expend a spell slot of 2nd level or higher as part of your reaction and multiply your speed by the level of the expended spell slot for 1 round. Alternatively, you can choose to use your reaction to make your choice of a Dexterity (Acrobatics) or Strength (Athletics) check to grapple or shove the hostile creature You can expend a spell slot of 1st level or higher as part of your reaction to grant you advantage on your Dexterity (Acrobatics) or Strength (Athletics) check. You have advantage on Wisdom (Survival) checks made to track a creature or creatures.
Devoted Pursuit
At 14th level, when a hostile creature uses magic to move away from you, you can use your reaction to move up to your speed and make a Dexterity (Acrobatics) check opposed by the hostile creature. You can choose to expend a spell slot of 2nd level or higher as part of your reaction and multiply your speed b the level of the expended spell slot for 1 round; this also grants you advantage on the Dexterity (Acrobatics) check. If you succeed, you travel with the hostile creature, whether you hang on to it as it uses fly try to take to the sky to escape you, teleport away with it, or become astral or ethereal as it flees to another plane.

INSPECTOR:

INSPECTOR
Devoted Eye
At 2nd level, you gain proficiency in Investigation and Perception. You add double your proficiency bonus to Intelligence (Investigation) and Wisdom (Perception) checks.
Find Clues
Beginning at 2nd level, you add half your inquisitor class level to your Passive Wisdom (Perception) checks. You can use Wisdom (Perception) checks in place of Wisdom (Survival) checks to follow tracks. You can use Intelligence (Investigate) checks in place of Charisma checks made to find the best person to talk to for news, rumors, and gossip. You can use a bonus action to expend a spell slot of 1st level or higher to gain advantage on Intelligence (Investigate) and Wisdom (Perception) checks for 1 hour per level of the expended spell slot.
All-seeing Eye
At 6th level, you get a Wisdom saving throw against any magic that interferes with your ability to detect or sense anyone, anything, or any location, even if that magic normally does not allow a saving throw. The DC of the Wisdom saving throw is the same as the magic-user’s normal save DC. If the ability does allow a saving throw, you have advantage on that saving throw.
Vigilant Vision
At 14th level, you can expend a spell slot of 1st level or higher and gain truesight out to a range of 10 feet per level of the expended spell slot for 1 hour.

LICTOR:

LICTOR
Stern Gaze
At 2nd level, you gain proficiency in Insight and Intimidation. You add double your proficiency bonus on Wisdom (Insight) and Charisma (Intimidation) checks.
Detect Alignment
Beginning at 2nd level, can cast detect evil and good a number of time equal to your Wisdom modifier (minimum 1). You can also use this ability to discern the alignment of a creature you can see if it fails a Charisma saving throw. You regain all expended use of this ability after a short rest.
Discern Lies
Beginning at 6th level, you can use your reaction to grant yourself advantage on a Wisdom (Insight) check against another creature’s Charisma (Deception) check. You can use your reaction to cast zone of truth. You regain the ability to cast zone of truth after you finish a long or short rest.
Cruel Mien
Beginning at 14th level, you can use a bonus action to make a Charisma (Intimidation) check opposed by a Wisdom saving throw of a hostile creature within 30 feet of you. If you succeed, the hostile creature is frightened of you for a number of rounds equal to your Charisma modifier (minimum 1 round). You gain advantage on attack rolls against frightened creatures.

WARDEN:

WARDEN
Intimidating Prowess
At 2nd level, you gain proficiency in Athletics and Intimidation. You add double your proficiency bonus on Strength (Athletics) and Charisma (Intimidation) checks.
Warding Shield
Beginning at 2nd level, when you are wielding a shield and an opponent provokes an opportunity attack from you, you can use your reaction to make a Strength (Athletics) check to shove your opponent. You can expend a spell slot of 1st level or higher as part of the reaction to grant you advantage on the Strength (Athletics) check to shove your opponent, and if you succeed, you can choose to push it back 10 feet back per level of the expended spell slot. 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.
Intimidating Presence
Beginning at 6th level, when an opponent provokes an opportunity attack from you, you can use your reaction to make a Charisma (Intimidation) check opposed by your opponent’s Wisdom saving throw. If you succeed, your opponent is frightened for a number of rounds equal to your Charisma modifier (minimum 1 round). When a creature tries to use Deception, Sleight of Hand, or Stealth within 30 feet of you and can see or hear you, it must make a Wisdom saving throw against your Passive Charisma (Intimidation) check. If it fails, the creature is so unnerved by your intimidating presence that you can make a Charisma (Intimidation) check in place of a Wisdom (Insight) or Wisdom (Perception) check against it.
Warding Shout
Beginning at 14th level, whenever an ally within 60 feet of you takes damage, you can use your reaction to warn it of the danger, granting your ally resistance to the damage from that attack. You can use a bonus action to shout at a hostile creature within 60 feet of you. It must succeed at a Wisdom saving throw opposed by your Charisma (Intimidation) check or become frightened for a number of rounds equal to your Charisma modifier (minimum 1 round). You gain advantage on attack rolls against frightened creatures.

CUNNING INITIATIVE
At 2nd level, when you roll initiative, you add your Wisdom modifier to it in addition to your Dexterity modifier.

SHARE JUDGMENT
At 3rd level, when you activate your judgment ability, you can choose to expend a spell slot of 2nd level or higher and select a number of allies (including yourself) equal to the level of the expended spell. The selected allies gain the benefits of your judgement ability. Allies use their own proficiency bonus for any benefits granted by your judgment ability. Non-inquisitor allies cannot use a bonus action to change they type of judgment they gain.

TEAMWORK TACTICS
At 3rd level, you are able to exploit advantages from interacting with your allies on common endeavors. When you and another ally are adjacent to a hostile creature, you gain advantage on attack rolls against that creature. When you and another ally are subjected to the same hazardous spell or effect, you gain advantage on any saving throw to reduce the effects of the spell or effect. When you and another ally attempt to make the same ability check, you gain advantage on that ability check.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

BANE
At 5th level, you can expend a spell slot of 1st level or higher as a bonus action and increase your weapon damage by 2d6 for a number of rounds equal to the level of the expended spell slot. At 9th level, and again at levels 13 and 17, this extra damage increases by 1d6.

FORBIDDEN KNOWLEDGE
At 10th level, you select 2 spells from any class’s spell list (including this one) and add them to your list of spells known. These spells must be of a level that you can cast using your inquisitor spell slots. At 14th level and 18th level, you select 2 more spells.

GREATER JUDGMENT
Beginning at 10th level, when you use your judgment ability, it has greater potency. You must expend a spell lot of 5th level or higher to activate a greater judgment. The greater judgments are described below.

Greater Judgments:

Greater Judgments
Greater Destruction
You add double your proficiency bonus to your weapon damage rolls. This damage is multiplied on critical hits.
Greater Healing
You heal a number of hit points each round equal to double your proficiency bonus.
Greater Heroics
You gain a number of temporary hit points each round equal to triple your proficiency bonus.
Greater Justice
You double your proficiency bonus on weapon attack rolls. You have advantage weapon attack rolls.
Greater Piercing
You double your proficiency bonus on spell attack rolls and double your proficiency bonus on the Saving Throw DCs of your inquisitor spells. You can use your bonus action to target a creature you can see and cause it to have disadvantage on the saving throw of the next spell you cast against it during the duration of this greater judgment.
Greater Protection
You add your proficiency bonus to your AC. You can use the Dodge action as a bonus action.
Greater Purity
You gain proficiency in all your saving throws. You double your proficiency bonus on saving throws you are already proficient in. You can use your reaction to grant yourself advantage on a saving throw.
Greater Resiliency
You gain resistance to bludgeoning, piercing, and slashing damage. You can use your reaction to expend a spell slot of at least 1st level and grant yourself immunity against the damage of an attack of the selected damage type.
Greater Resistance
You gain resistance to your choice of one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can use your reaction to grant yourself immunity against the damage of an attack of the selected damage type.
Greater Smiting
Weapons you wield are treated as if they have a magical bonus equal to half your proficiency bonus.

STALWART
At 11th level, you can use mental and physical resiliency to avoid certain attacks. If you make a saving throw against an attack that has a reduced effect on a successful save, you instead avoid the effect entirely. You do not gain the benefit of the stalwart ability when you are helpless.

EXPLOIT WEAKNESS
At 15th level, you learn to take advantage of any opportunity that presents itself. Whenever you score a critical hit, you ignore any damage resistance the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if you deal damage to a creature with vulnerability to that damage type, you deal +1 point of damage per die rolled.

SLAYER
At 18th level, you learn to focus your attacks against your foes. Whenever you use your bane or judgment ability, you score a critical hit whenever you roll a 19 or 20. Whenever you use both your bane and judgment ability at the same time, you score a critical hit when you roll an 18, 19, or 20.

FINAL JUDGMENT
At 20th level, you can call true judgment down upon a foe during combat. Whenever you use your judgment ability, you can invoke final judgment on a foe as a bonus action and expend a spell slot of 2nd level or higher. Once declared, you can make a single weapon attack against the target. If the attack hits, it is treated as a critical hit and you roll damage a number of times equal to the level of the spell slot expended. If the target creature survives, it is immune to your final judgment ability until you finish a long rest. Once this ability has been used successfully, you cannot use it again until you finish a short rest.

Inquisitor Spells:

Inquisitor Spells
Cantrips (0 Level)
Blade Ward, Dancing Lights, Friends, Guidance, Light, Mending, Message, Minor Illusion, Poison Spray, Resistance, Sacred Flame, Shillelagh, Spare the Dying, Thaumaturgy, Thorn Whip, True Strike, Vicious Mockery

1st Level
Alarm, Bane, Bless, Command, Compelled Duel, Comprehend Languages, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Disguise Self, Divine Favor, Ensnaring Strike, Expeditious Retreat, Grease, Guiding Bolt, Hail of Thorns, Healing Word, Hellish Rebuke, Heroism, Hunter’s Mark, Identify, Inflict Wounds, Jump, Longstrider, Protection from Evil and Good, Sanctuary, Searing Smite, Shield, Shield of Faith, Sleep, Thunderous Smite, Wrathful Smite

2nd Level
Aid, Arcane Lock, Augury, Blindness/Deafness, Branding Smite, Calm Emotions, Continual Flame, Cordon of Arrows, Crown of Madness, Darkness, Darkvision, Detect Thoughts, Enhance Ability, Enthrall, Find Traps, Gentle Repose, Gust of Wind, Heat Metal, Hold Person, Invisibility, Knock, Lesser Restoration, Locate Object, Magic Weapon, Misty Step, Pass without Trace, Protection from Poison, See Invisibility, Shatter, Silence, Spike Growth, Spiritual Weapon, Suggestion, Warding Bond, Zone of Truth

3rd Level
Beacon of Hope, Bestow Curse, Blinding Smite, Clairvoyance, Conjure Barrage, Counterspell, Crusader’s Mantle, Daylight, Dispel Magic, Elemental Weapon, Fear, Feign Death, Glyph of Warding, Haste, Lightning Arrow, Magic Circle, Mass Healing Word, Nondetection, Phantom Steed, Protection from Energy, Remove Curse, Revivify, Sending, Slow, Speak with Dead, Spirit Guardians, Tongues, Vampiric Touch

4th Level
Arcane Eye, Banishment, Compulsion, Confusion, Death Ward, Divination, Fire Shield, Freedom of Movement, Grasping Vine, Greater Invisibility, Guardian of Faith, Locate Creature, Mordenkainen’s Faithful Hound, Staggering Smite, Stoneskin

5th Level
Antilife Shell, Banishing Smite, Circle of Power, Commune, Conjure Volley, Contact Other Plane, Destructive Wave, Dispel Evil and Good, Dominate Person, Geas, Greater Restoration, Hallow, Hold Monster, Legend Lore, Mass Cure Wounds, Mislead, Modify Memory, Passwall, Raise Dead, Rary’s Telepathic Bond, Scrying, Seeming, Swift Quiver, Wall of Force

6th Level
Blade Barrier, Contingency, Eyebite, Find the Path, Flesh to Stone, Forbiddance, Globe of Invulnerability, Guards and Wards, Harm, Heal, Heroes’ Feast, Magic Jar, Mass Suggestion, Sunbeam, True Seeing, Wall of Ice, Wall of Thorns, Word of Recall

7th Level
Divine Word, Finger of Death, Forcecage, Mordenkainen’s Sword, Project Image, Regenerate, Resurrection, Sequester, Symbol

8th Level
Antimagic Field, Antipathy/Sympathy, Dominate Monster, Feeblemind, Glibness, Holy Aura, Maze, Mind Blank, Power Word Stun, Sunburst, Telepathy

9th Level
Foresight, Imprisonment, Mass Heal, Power Word Heal, Power Word Kill, Time Stop, True Resurrection

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