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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. 7,690 posts. No reviews. No lists. No wishlists.



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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

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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.

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

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!).

RPG Superstar 2012 Top 32

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

RPG Superstar 2012 Top 32

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Because that would be cool.

RPG Superstar 2012 Top 32

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WITCH

The witch is an arcane spellcaster capable of inflicting foul curses on her enemies and bestowing helpful boons to her friends.

She forms a pact with a patron spirit that teaches her spells and magical hexes.

Level Ability
1. Patron Spirit, Spellcasting
2. Hex
3. -
4. Ability Score Increase
5. -
6. Hex
7. -
8. Ability Score Increase
9. -
10. Hex
11. -
12. Ability Score Increase
13. -
14. Hex
15. -
16, Ability Score Increase
17. -
18. Hex
19. Ability Score Increase
20. Grand Hex

CLASS FEATURES

HIT POINTS
Hit Dice: 1d6 per witch level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st

PROFICIENCIES
Armor: none
Weapons: club, dagger, dart, light crossbow, quarterstaff
Tools: herbalist kit

Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, Deception, History, Insight, Intimidation, Medicine, Nature

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a quarterstaff or (b) a dagger
(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) a dagger
(a) an herbalist kit
PATRON SPIRIT

At 1st level, you form a bond with a spirit that grants you magical powers and extra proficiencies.

Patron Spirits:

All-Seeing Witch

The Patron Spirit of the All-Seeing Eye grants you proficiency in Perception.

Level Spells
1st detect magic, hunter’s mark
2nd darkvision, see invisibility
3rd clairvoyance, sending
4th arcane eye, locate creature
5th dream, scrying

Bestial Witch

The Patron Spirit of Beasts grants you proficiency in Animal Handling.

Level Spells
1st animal friendship, speak with animals
2nd animal messenger, beast sense
3rd conjure animals, phantom steed
4th dominate beast, polymorph
5th awaken, commune with nature

Cauldron Witch

The Patron Spirit of the Cauldron grants you proficiency in alchemist supplies.

Level Spells
1st bless, heroism
2nd aid, enhance ability
3rd create food and water, crusader’s mantle
4th aura of purity, freedom of movement
5th circle of power, hallow

Celerity Witch

The Patron Spirit of Celerity grants you a 5 foot bonus to your speed.

Level Spells
1st expeditious retreat, longstrider
2nd blur, misty step
3rd fly, haste
4th dimension door, freedom of movement
5th passwall, teleportation circle

Hearth Witch

The Patron Spirit of the Hearth grants you

Level Spells
1st alarm, unseen servant
2nd rope trick, zone of truth
3rd Leomund’s tiny hut, magic circle
4th Mordenkainen’s private sanctum, stoneshape
5th hallow, wall of stone

Hedgewitch

The Patron Spirit of the Hedgewitch grants you proficiency in Medicine. If you already have proficiency in Medicine, your proficiency bonus is doubled on Wisdom (Medicine) checks.

Level Spells
1st cure wounds, healing word
2nd lesser restoration, prayer of healing
3rd mass healing word, revivification
4th aura of life, deathward
5th greater restoration, mass cure wounds

Masked Witch

The Patron Spirit of Masks grants you proficiency in Deception and disguise kits.

Level Spells
1st disguise self, sanctuary
2nd alter self, mirror image
3rd major image, nondetection
4th greater invisibility, polymorph
5th mislead, seeming

Moon Witch

The Patron Spirit of the Moon grants you one of the following cantrips: dancing lights, light, or sacred flame.

Level Spells
1st faerie fire, guiding bolt
2nd continual light, moonbeam
3rd crusader’s mantle, daylight
4th Otiluke’s resilient sphere, polymorph
5th dream, flame strike,

Night Witch

The Patron Spirit of the Night grants you proficiency in Stealth.

Level Spells
1st fog cloud, silent image
2nd darkness, invisibility
3rd gaseous form, hunger of Hadar
4th Evard’s black tentacles, phantasmal killer
5th cloudkill, mislead

Plague Witch

The Patron Spirit of the Plague grants you resistance to necrotic damage.

Level Spells
1st false life, ray of sickness
2nd blindness/deafness, ray of enfeeblement
3rd animate dead, vampiric touch
4th blight, deathward
5th antilife shell, contagion

Primordial Witch

The Patron Spirit of the Primordial grants you one of the following cantrips: acid splash, chill touch, fire bolt, ray of frost, or shocking grasp.

Level Spells
1st burning hands, chromatic orb[/b]
2nd [i]flaming sphere, scorching ray

3rd elemental weapons, fireball
4th conjure minor elementals, wall of fire
5th cone of cold, conjure elemental

Storm Witch

The Patron Spirit of the Storm grants you proficiency in Nature.

Level Spells
1st create or destroy water, thunderwave
2nd gust of wind, shatter
3rd call lightning, sleet storm
4th control water, ice storm
5th commune with nature, cone of cold

Vermin Witch

The Patron Spirit of Vermin grants you the cantrip poison spray.

Level Spells
1st ensnaring strike, grease
2nd spider climb, web
3rd conjure animals, fear
4th giant insect, polymorph
5th antilife shell, insect plague

War Witch

The Patron Spirit of War grants you proficiency in all simple and martial weapons.

Level Spells
1st divine favor, shield of faith
2nd enlarge/reduce, magic weapon
3rd crusader’s mantle, elemental weapons
4th fire shield, stoneskin
5th Bigby’s hand, destructive wave

Whispering Witch

The Patron Spirit of Whispers grants you proficiency in Insight.

Level Spells
1st detect evil and good, detect magic
2nd augury, detect thoughts
3rd clairvoyance, speak with dead
4th divination, locate creature
5th contact other plane, legend lore

Wild Witch

The Patron Spirit of the Wild grants you proficiency in Survival.

Level Spells
1st entangle, goodberry
2nd barkskin, spike growth
3rd plant growth, speak with plants
4th grasping vine, hallucinatory terrain
5th commune with nature, tree stride

Bestial, Cauldron, Hedge, Masked, Night, Plague, Primordial, War, Whispering (divination), Wild

SPELLCASTING

Witches learn spells from their patron spirits. Your patron spirit holds the knowledge of all the spells you have access to.

Spellcasting:

Cantrips
At 1st level, you know four cantrips of your choice from the witch spell list. You learn an additional witch cantrip at 4th level and 10th level.

Spell Slots
The Wizard table shows how may spell slots you have to cast your spells of 1st level and higher. To cast one of these witch 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.

Preparing Spells
You prepare the list of witch spells that are available for you to cast. To do so, choose a number of witch spells from your list of patron spirit equal to your Intelligence modifier + your witch level (minimum of 1 spell). The spells must be of a level for which you have spell slots. You use the wizard spells per day table.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of witch spells requires time spent studying your spellbook and memorizing magical formulas and complex gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your witch spells, since the power of your magic relies on your ability to project your will into the world. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Ritual Casting
You can cast a witch spell as a ritual if that spell has the ritual tag and you know that spell.

Learning Spells of 1st Level and Higher
At 1st level, you learn four 1st-level witch spells, plus the two 1st-level spells gained from your patron spirit. Each time you gain a witch level beyond 1st level, you can add one witch spell of your choice to your spirit patron. Each of these spells must be of a level for which you have spell slots. In addition, you gain your patron spirit spells at 3rd, 5th, 7th, and 9th level. On your adventures, you might find other spells that you can add to your spirit patron. You can also add wizard spells to your witch spirit patron if the spell is on both the witch spell list and the wizard spell list.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your witch spells.

HEX

Beginning at 2nd level, you learn one hex. You learn additional hexes at levels 6, 10, 14, and 18. You use your witch spell attack bonus for your Hex spell attack bonus and you use your witch spell saving throw DCs for your Hex saving throw DCs.

Hexes:

Agony
With a quick incantation, you can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the witch's level. A Constitution save negates this effect. A nauseated creature cannot use any actions, bonus actions, or reactions. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Bestow Vulnerability
You cause a creature to gain vulnerability to a number of damage types equal to half your proficiency for a number of rounds equal to your witch level if it fails a Charisma saving throw. Whether or not the saving throw I successful, a creature cannot be the target of this hex again for 1 day.

Coven
You count as a hag for the purpose of joining a hag's coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of a hag or another witch with this hex, you can use the Help action and expend a spell slot of a least 1st-level to increase the effective spell level of the next spell the other witch casts before the beginning of your next turn. Additionally, whenever you are within 30 feet of a hag or another witch with this hex, you can use the Help action to increase the saving throw DC of the next hex or spell cast by the other witch before the beginning of your next turn by an amount equal to half your proficiency bonus. At 8th level, you can create a magic sensor called a hag’s eye that you can see through. This functions as per the spell arcane eye. All other hags and witches within 10 feet who also have the coven hex can see through this sensor as well, although you still control it. You can use the hag’s eye for a number of minutes per day equal to your level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Disguise
You can change appearance for a number of hours equal to your class level, as if using disguise self. At 10th level, this improves to alter self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

Evil Eye
You can cause doubt to creep into the mind of a foe within 30 feet that you can see. The target takes a penalty equal to your proficiency bonus on one of the following (your choice): AC, ability checks, attack rolls, or saving throws. This hex lasts for a number of rounds equal to 3 + your Intelligence modifier. A Wisdom save reduces this to just 1 round.

Flight
You grow lighter as you gain power, eventually gaining the ability to fly. At 2nd level, you can use feather fall at will and gain advantage on Strength (Athletics) checks made to swim. At 4th level, you can cast levitate once per day. At 6th level, you can fly, as per the spell, for a number of minutes per day equal to your level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects you.

Fortune
You can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, granting him advantage on any ability check, attack roll, or saving throw. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. You can also extend the duration of this hex by concentrating on it for an additional number of rounds equal to your Intelligence modifier. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Healing Touch
You can soothe the wounds of those you touch. You can use your action to touch a creature and it can use its reaction to spend a number of Hit Dice up to to half its level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

Jinx
You can use your reaction to cause a creature within 60 feet to suffer disadvantage on a single ability check, attack roll, or saving throw it is currently attempting to perform. Once a creature has been the target of this hex, it is immune to it until it finishes a long rest.

Misfortune
You cause a creature within 30 feet to suffer grave misfortune for 1 round. The target suffers disadvantage on any ability check, attack roll, or saving throw. A Charisma save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. You can also extend the duration of this hex by concentrating on it for an additional number of rounds equal to your Intelligence modifier. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Restless Slumber
You can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Wisdom save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to your witch level. This hex can affect a creature of any number of hit points. The creature will not wake due to noise or light, but others can rouse it with an action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 10th level, the range of this hex increases to 60 feet and a target that falls asleep due to this hex is subjected to the effects of the spell nightmare and must make a new saving throw each night or be unable to rest.

Retribution
You learn the spell hellish rebuke. At 10th level, you can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistance or immunity the creature possesses. This effect lasts for a number of rounds equal to your Intelligence modifier. A Charisma saving throw negates this effect.

Tongues
You can understand any spoken language for a number of minutes per day equal to your level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 6th level, you can use this ability to speak any language, as per tongues. At 10th level, the duration increases to a number of hours per day equal to your level.

Ward
You can use this hex to place a protective ward over one creature. The warded creature receives a bonus to AC and saving throws equal to your proficiency bonus. This ward lasts until the warded creature is hit or fails a saving throw. You know when a warded creature is no longer protected. You can have only one ward active at a time. If you use this ability again, the previous ward immediately ends. You cannot use this ability on yourself.

Waxen Image
You can spend your action to create a crude and unnerving wax duplicate of a creature you can see within 30 feet. Once the image is complete, the subject must make a Wisdom saving throw. If the subject fails, you gain a small measure of control over the creature. Whenever you exercise this control, the creature receives a new Wisdom save to end the effect. This effect occurs on your turn and uses the creature's reaction. You can use the waxen image a number of times equal to your Intelligence modifier before it melts. As an action, you can cause the subject to do any one of the following things: move up to the creature's speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, you can spend one of your uses to simply torture the image, causing the creature to be stuned on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an charm effect.

Withering Blight
You can curse a creature or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time you must be in contact with the target. If it's used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. You can affect an area with a radius equal to your class level × 10 feet. Blighting a creature is an action that requires a melee spell attack. If used on a creature, the creature gains the following curse: upon finishing a long rest, the creature must make a Charisma saving throw or have its hit point maximum reduced by 1 hit die and disadvantage on Constitution saving throws and death saving throws. Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. You can only have a number of Withering Blight Hexes in effect at a time equal to your proficiency bonus. If this number is exceeded, the earliest cast Withering Blight Hex immediately ends.

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.

GRAND HEX

At 20th level, you learn a final hex of extraordinary power, selected from the following options.

Grand Hexes:

Death Curse

This powerful hex seizes a creature's heart, causing death within just a few moments. This hex has a range of 30 feet. The hexed creature receives a Wisdom saving throw to negate the effect. If this save is failed, the creature gains 2 levels of exhaustion the first round of the hex. On the second round of the hex, the creature becomes gains 2 additional levels of exhaustion. On the third round, the creature dies unless it succeeds at a Constitution save. Creatures that fail the first saving throw but succeed at the second gain 1 more level of exhaustion. Slaying you ends the effect, but any exhaustion remains. Whether or not the saves are successful, a creature cannot be the target of this hex again for 1 day.

Eternal Slumber

You can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Wisdom saving throw to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying you ends the effect. You can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. You can only have one such dose of poison at any one time, and it loses its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Forced Reincarnation

You cause a creature within 30 feet to die and be immediately reincarnated into a new body. A Wisdom save negates this effect. Those that fail are slain and immediately brought back to life with the spell reincarnate. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Life Giver

Once per day you can, as a full round action, touch a dead creature and bring it back to life. This functions as resurrection, but it does not require a material component.

Natural Disaster
You can use this hex to call down the forces of nature to wreak havoc on an area. This functions as a storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). You must concentrate for the duration of this effect. If disrupted, the effect immediately ends. You must finish a long rest before using this ability again.

Unending Curse

You can target a creature within 60 feet with this horrid curse. It must succeed on a Charisma saving throw or have disadvantage on all ability checks, attack rolls, and saving throws. This curse can only be lifted by rolling a natural 20 on both dice while rolling with disadvantage on an ability check, attack roll, or saving throw.

WITCH SPELLS

Witch Spells:

Cantrips (0-level spells)

blade ward, dancing lights, friends, guidance, light, mage hand, mending, message, minor illusion, prestidigitation, resistance, shillelagh, spare the dying, thorn whip, vicious mockery

1st-level

alarm, bane, charm person, color spray, command, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, disguise self, dissonant whispers, faerie fire, false life, find familiar, grease, healing word, hellish rebuke, hex, identify, illusory script, inflict wounds, mage armor, protection from evil and good, purify food and drink, ray of sickness, sanctuary, shield, silent image, sleep, speak with animals, Tasha’s hideous laughter, unseen servant, witch bolt

2nd-Level

aid, alter self, arcane lock, augury, blindness/deafness, blur, calm emotions, cloud of daggers, continual flame, crown of madness, darkness, darkvision, detect thoughts, enhance ability, enthrall, gentle repose, gust of wind, hold person, invisibility, knock, lesser restoration, locate animals or plants, locate object, magic mouth, mirror image, misty step, moonbeam, Nystul’s magic aura, pass without trace, phantasmal force, protection from poison, ray of enfeeblement, see invisibility, suggestion, web, zone of truth

3rd-Level

animate dead, bestow curse, clairvoyance, counterspell, create food and water, dispel magic, fear, feign death, hypnotic pattern, Leomund’s tiny hut, lightning bolt, magic circle, major image, nondetection, protection from energy, remove curse, sending, sleet storm, slow, speak with dead, spirit guardians, stinking cloud, tongues, vampiric touch, water breathing, water walk, wind wall

4th-Level

arcane eye, banishment, blight, compulsion, confusion, control water, death ward, dimension door, divination, dominate beast, Evard’s black tentacles, fabricate, greater invisibility, guardian of faith,
hallucinatory terrain, ice storm, locate creature, Mordenkainen’s faithful hound, phantasmal killer, polymorph, stone shape, wall of fire

5th-Level

animate objects, antilife shell, awaken, circle of power, cloudkill, commune, commune with nature,
contact other plane, contagion, creation, dispel evil and good, dominate person, dream, geas, hold monster, legend lore, mass cure wounds, mislead, modify memory, planar binding, Rary’s telepathic bond, reincarnate, scrying, seeming, wall of stone

6th-Level

arcane gate, circle of death, contingency, create undead, eyebite, find the path, flesh to stone, forbiddance, globe of invulnerability, guards and wards, heroes’ feast, magic jar, mass suggestion,
Otto’s irresistible dance, planar ally, transport via plants, true seeing, wall of ice, wall of thorns,
wind walk, word of recall

7th-Level

etherealness, finger of death, forcecage, mirage arcane, prismatic spray, project image, regenerate,
sequester, simulacrum, symbol, teleport

8th-Level

animal shapes, antimagic field, antipathy/sympathy, clone, control weather, dominate monster, earthquake, feeblemind, glibness, maze, mind blank, power word stun, telepathy, tsunami

9th-Level

astral projection, foresight, gate, imprisonment, power word heal, power word kill, shapechange,
storm of vengeance, time stop, true polymorph, weird

RPG Superstar 2012 Top 32

Hi!

I think there might be some fun design space in making White Robed, Red Robed, and Black Robed Wizards of High Sorcery.

Wizard Archetypes have features at 2nd, 6th, 10th, and 14th.

At 2nd level, I was thinking of giving them some Lunar Wizardry powers, based on the phases of your patron moon. Since it's still during one of your "apprentice" levels, I figure this is pre-Test.

At 6th level, you would take the Test of High Sorcery, and if you survive, you would gain a cool class feature. I'm thinking it might be a gift from the Towers of High Sorcery, like Raistlin's Staff of the Magius. Or maybe something more general, like a way to boost your Arcane Focus.

At 10th and 14th levels, maybe a way to improve your Arcane Focus? Or a way to benefit from your patron moon?

But I haven't really done anything Dragonlancey in a while. I just read Dragons of the Dwarven Depths, but it wasn't very inspiring, nor did it have a lot of material about the Moons of Magic.

Anyone know anything about Solinari, Lunitari, and Nuitari? Or anything about how the magic itself is different between White, Red, and Black Robed Wizards? And preferably not about the schools of magic.

I'm almost leaning towards White Robes with some bardic influence, Red Robes with some sorcery influence, and Black Robes with some warlock influence.

Any ideas?

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

ORACLE

The oracle is a spontaneous divine spellcaster, both cursed and blessed by the powers that be. Some are dedicated to ancestral spirits or a specific deity, others to an ideal or alignment, and a few forge their own path through adventure, intrigue, exploration, and self-discovery.

Level Ability
1. Mystery, Oracle’s Curse, Spellcasting
2. Divine Font, Revelation
3. -
4. Ability Score Increase
5. -
6. Revelation
7. -
8. Ability Score Increase
9. -
10. Revelation
11. -
12. Ability Score Increase
13. -
14. Revelation
15. -
16, Ability Score Increase
17. -
18. Revelation
19. Ability Score Increase
20. Final Revelation

CLASS FEATURES

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

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

Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, History, Insight, Intimidation, Medicine, Performance, Persuasion, Religion

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

MYSTERY

At 1st level, you draw upon a divine mystery to grant you spells and powers. This mystery may grant you additional proficiencies and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause.

The mystery you select grants you two additional spells known at levels 1, 3, 5, 7, and 9. At levels 2, 6, 10, 14, and 18, you select a revelation from the list of revelations available to your mystery. At 20th level, you learn the final revelation about your mystery, granting you amazing powers and abilities.

Battle:

Battle

Bonus Proficiencies

At 1st level, you gain proficiency in heavy armor and martial weapons.

Battle Mystery Spells

Oracle Level Spells
1st divine favor, shield of faith
3rd enlarge/reduce, magic weapon
5th crusader’s mantle, spiritual weapon
7th stoneskin, wall of fire
9th Bigby’s hand, flame strike

Revelations

Battle Cry
You can use your action to unleash an inspiring battle cry. All allies within 120 feet who hear your battle cry gain advantage on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. You can use this ability a number of times per day equal to your proficiency bonus.

Battlefield Clarity
You can use your reaction whenever you fail a saving throw that causes you to become blind, deaf, frightened, paralyzed, or stunned, you may attempt that saving throw again with advantage. You must take the second result, even if it is worse. You can use this ability a number of times per day equal to your proficiency bonus.

Extra Attack
You can spend 1 oracle point to make a single attack as a bonus action. Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Iron Skin
You can use your reaction to grant yourself resistance against a single attack. You can use this ability a number of times per day equal to your proficiency bonus.

Maneuver Mastery
You gain proficiency in Acrobatics and Athletics. You add double your proficiency bonus when you use the Shove attack option (and when you use the Climb on a Larger Creature, Disarm, Shove Aside, or Tumble options).

Sudden Charge
You gain advantage and proficiency on initiative rolls. A number of times per day equal to your proficiency bonus, you can use your reaction to take the Dash or Disengage action.

FINAL REVELATION
At 20th level, you have resistance against the damage from critical hits. When you score a critical hit, you roll an additional damage die.

Bones:

Bones

Bonus Proficiencies

At 1st level, you gain proficiency in martial weapons. You learn one necromancy cantrip from any the spell list of any class. You gain proficiency in Stealth.

Bone Mystery Spells

Oracle Level Spells
1st false life, inflict wounds
3rd ray of enfeeblement, warding bond
5th animate dead, vampiric touch
7th blight, death ward
9th anti-life shell, contagion

Revelations

Armor of Bones
You can use your bonus action to conjure a suit of medium armor made of bones that gives you an AC equal to double your proficiency bonus. You can dismiss this armor as a bonus action.

Bleeding Wounds
Whenever a creature takes damage from one of your spells or effects that causes necrotic damage, it begins to bleed, taking damage each round equal to your proficiency bonus. The bleeding can be stopped by a DC 10 Wisdom (Medicine) check or any effect that heals damage.

Death Mask
You can cast feign death at will. You add double your proficiency bonus on Charisma (Deception) checks to disguise yourself as undead.

Near Death
You have resistance to necrotic, poison, and psychic damage. You have advantage on saving throws against disease and poison.

Reaver
When you target a creature with a necromancy spell, you can spend 1 oracle point and target a second creature that is adjacent to the primary creature.

Soul Siphon
You can use your action to make a ranged spell attack with a range of 30 feet. It causes an number of d10s of necrotic damage equal to your proficiency bonus. The target must make a Constitution saving throw or gain disadvantage on your choice of ability checks, attack rolls, or saving throws for a number of rounds equal to your Charisma modifier (minimum 1 round). You regain a number of hit points equal to your oracle level. You can use this ability a number of times equal to half your proficiency bonus.

Spirit Walker
You can use your action to become incorporeal for a number of rounds equal to your oracle level; you can use your reaction to end this early. You can use this ability a number of times per day equal to half your proficiency bonus.

Voice of the Grave
You can use speak with dead a number of rounds per day equal to your oracle level; these rounds do not need to be consecutive.

FINAL REVELATION]/B]

Upon reaching 20th level, you become a master of death. Once per round, you can cast spare the dying as a free action. If you are brought to below 0 hit points, you automatically stabilize. You can cast animate dead at will without paying a material component cost (although you are still subject to the usual Hit Die control limit). Once per day, you can cast power word kill.

Life:

[b]Life

Medical Expertise

At 1st level, you gain proficiency in Medicine, and you add double your proficiency bonus when you make Wisdom (Medicine) checks. You learn the spare the dying cantrip if you don’t already know it. You gain the Healer feat.

Life Mystery Spells

Oracle Level Spells
1st cure wounds, healing word
3rd lesser restoration,
5th mass healing word, revivify
7th death ward
9th mass cure wounds, raise dead

Revelations

Channel Healing Energy
You can use your action to spend two oracle points and heal 2d10 points of damage to all allies within 30 feet of you. At 5th level, and again at levels 9, 13, and 17, the amount of healing increases by 1d10.

Disciple of Healing
Your healing is particularly potent. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to double the spell’s level. Whenever you restore hit points to a creature without expending a spell slot, the creature regains additional hit points equal to your oracle level.

Energy Body
You can spend 1 oracle point and use your action to transform into a golden-white shining being of energy for 1 round. You emit light as per the light cantrip. Adjacent allies can use a bonus action to touch you and heal a number of hit points equal to 1d10 + your Charisma modifier; any excess hit points healed are treated as temporary hit points that last up to a number of rounds equal to your proficiency bonus. In addition, you can use your reaction to heal an ally within 60 feet of you for a number of hit points equal to 1d10 + your Charisma modifier. Once transformed, you can increase its duration by 1 round by using your bonus action to spend 1 oracle point. The healing from this revelation increases to 2d10 at 9th level and 3d10 at 17th level.

Healing Hands
You can use your action to spend one oracle points and heal 2d10 points of damage to an ally you are touching. At 5th level, and again at levels 9, 13, and 17, the amount of healing increases by 1d10. Alternatively, you can reduce the amount of healing by 1 die to cure the target of one disease or neutralize one poison affecting it. You can cure multiple disease and neutralize multiple poisons with a single use of Healing Hands by reducing the healing by multiple dice.

Rapid Healing
When you use a spell or special ability that restores hit points that normally uses your action, you can spend 2 oracle points to use that ability as a bonus action or 3 oracle points to use that ability as a reaction.

Shared Healing
The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher hat restores hit points to a creature other than you, you regain hit points equal to double the spell’s level.

Spirit Boost
Whenever your healing spells heal a target up to its maximum hit points, any excess hit points persist for a number rounds equal to your proficiency bonus.

FINAL REVELATION

At 20th level, you become a perfect channel for life energy. You become immune to exhaustion, necrotic and poison damage, and the poisoned condition. You always heal the maximum amount damage. You gain proficiency in, and advantage on, death saving throws.

Witchdoctor:

Witchdoctor

Witchdoctoring

You gain proficiency in Intimidate. You learn the vicious mockery cantrip.

Witchdoctor Mystery Spells

Oracle Level Spells
1st bane, hex
3rd crown of madness, ray of enfeeblement
5th bestow curse, counterspell
7th confusion, polymorph
9th dominate person, geas

Revelations

Agony
With a quick incantation, you can spend 2 oracle points and use your action to cause intense pain to one creature within 60 feet for a number of rounds equal to your level. Each round, the target must make a Constitution saving throw at the beginning of its turn or lose its action (and any possible bonus action or reaction) for that turn.

Bestow Vulnerability
You can use your reaction to make an opponent that fails a Charisma saving throw vulnerable to the damage from a single attack by spending 1 oracle point.

Drain Vitality
You can spend 2 oracle points and use your action to drain the vitality from an opponent within 60 feet. The opponent must succeed on a Constitution saving throw or it gains 1d4 levels of exhaustion.

Evil Eye
You can use your reaction to force disadvantage on an opponent’s ability check, attack roll, or saving throw by spending 1 oracle point.

Ill Omens
When you finish a long rest, you roll a number of d20s equal to your proficiency bonus and record the results. You can use your reaction to replace an another creature’s d20 roll with one of the recorded results; this expends the selected roll.

Jinx
You can spend 2 oracle points and use your action to place a curse on a creature within 60 feet. The creature must make a Charisma saving throw or lose its proficiency bonus of 1 day.

Misfortune
Prerequisite: Evil Eye
Whenever you use your Evil Eye ability, your opponent subtracts your proficiency bonus from both d20 rolls when rolling disadvantage.

Retribution
You can spend 2 oracle points and use your action to place a curse on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the cursed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistance or immunity the creature possesses. This effect lasts for a number of rounds equal to your proficiency bonus. A successful Charisma saving throw negates this effect.

Share Wounds
When you take damage, you can spend 2 oracle points and use your reaction to force an opponent within 60 feet to make a Charisma saving throw; if it fails, you take half damage and your opponent takes the other half of the damage.

Steal Luck
Prerequisite: Evil Eye
Whenever you use your Evil Eye ability, you gain one Luck Point. You can spend 1 Luck Point to grant yourself advantage on a single ability check, attack roll, or saving throw. You can have a number of Luck Point equal to your proficiency bonus.

FINAL REVELATION
At 20th level

ORACLE’S CURSE

At 1st level, the oracle is cursed by the gods. The gods can be cruel, but their whims are often subtle, ironic, or even generous. You select one of the following curses.

Oracle Curses:

Blindness

You are blind. You gain blindsight with a range of 10 feet multiplied by your proficiency bonus.

Disturbing Dreams

You have difficulty sleeping due to your haunting dreams of portent. Each morning, roll 1d4; you gain the associated penalty for that level of exhaustion (but are not truly exhausted, and you do not gain any of the cumulative penalties for any lesser levels of exhaustion than the level you rolled). Your nightmarish visions grant you a brief glimpse of the future. Upon waking, you roll a number of d20s equal to your proficiency bonus. Until you finish a long rest, you can replace any d20 roll of an ally (including yourself) or an enemy with one of your Portent Rolls.

Fickle Fate

Select one of the following: ability checks, attack rolls, or saving throws. You gain advantage on all rolls of the selected category and gain disadvantage on the other two categories. As a bonus action, you can change which category you have advantage with and immediately gain disadvantage in the two remaining categories.

Megalomania[b]

You lose your proficiency on Wisdom saving throws, but add double your proficiency on Charisma saving throws. A number of times per day equal to your proficiency bonus, you can add double your proficiency bonus to a saving throw.

[b]Voices of the Mad

You hear voices that no one else can hear. This bestows disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks, but they warn you when danger is imminent, and grants you advantage on initiative rolls.

SPELLCASTING

The divine spark that placed you on the path of the oracle fuels your spells.

Oracle Spellcasting:

Cantrips
At 1st level, you know four cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip at 4th level and 10th level.

Spell Slots
The Sorcerer table shows how may spell slots you have to cast your spells of 1st level and higher. To cast one of these oracle 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 cleric spell list. Oracles cast spells drawn from the cleric spell list.
The Spells Known column from the Sorcerer table shows when you learn more oracle 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 mystery; these additional mystery 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 oracle spells you know and replace it with another spell from the oracle spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your oracle 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 sorcerer 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 an oracle spell as a ritual if that spell has the ritual tag and you know that spell.

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your oracle spells.

DIVINE FONT

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by oracle points, which allow you to create a variety of magical effects.

Divine Font:

Oracle Points
Beginning at 2nd level, you gain a number of oracle points equal to your oracle level. You can never have more oracle points than your class level. You regain all spent oracle points when you finish a long rest.

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

Creating Spell Slots. You can transform unexpended oracle 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 give level. You can create spell slots no higher in level than 5th.

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

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

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.

Note: This is a work in progress. More mysteries and oracle curses are still under development. Some current mysteries need more revelations and/or final revelations.

RPG Superstar 2012 Top 32

Hi!

I'm thinking of converting the Oracle to 5th Edition next.

I'm looking for inspiration for the mysteries. I want them to be different types of divination, like astrology, séances, the various -mancies, divining rods, etc.

Any ideas?

I'm thinking a witchdoctor mystery might be fun. Maybe a combination of curses and healing.

RPG Superstar 2012 Top 32

MAGUS
The magus combines fighting prowess with sorcerous talent to excel in combat.
LEVEL FEATURES
1. Cantrips, Spell Combat
2. Font of Magic, Spellcasting, Spellstrike
3. Magus Archetype
4. Ability Score Improvement
5. Extra Attack
6. Magus Arcana
7. Archetype Feature
8. Ability Score Improvement
9. -
10. Magus Arcana
11. Archetype Feature
12. Ability Score Improvement
13. -
14. Magus Arcana
15. Archetype Feature
16. Ability Score Improvement
17. -
18. Magus Arcana
19. Ability Score Improvement
20. True Magus

CLASS FEATURES

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

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

Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Acrobatics, Arcana, Athletics, Insight, Intimidation, or Investigation

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a longsword or (b) any martial weapon
(a) a component pouch or (b) arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
(b) any simple weapon or (b) two daggers.
(a) Leather armor or (b) or scale armor

CANTRIPS
At 1st level you know two cantrips of your choice from the magus spell list. You learn an additional cantrip at 5th level, 9th level, 13th level, and 17th level.
Spellcasting Ability
Intelligence is your spellcasting ability for your magus spells, since you learn your spells through dedicated study and memorization. You use the paladin spell slots per day table. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magus spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
SPELL COMBAT
At 1st level you learn to combine weapon attacks and spellcasting. Whenever you use the Attack action with a one-handed melee weapon and your other hand is empty or holding an arcane focus, you may use a bonus action to cast a cantrip.
FONT OF MAGIC
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magic effects.
Sorcery Points
You have a number of sorcery points equal to your magus level. You can never have more sorcery points than your magus level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery 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 Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

SPELLCASTING
Spellbook
At 2nd level, you have a spellbook containing 4 1st-level magus spells of your choice.
Preparing Spells
You prepare the list of magus spells that are available for you to cast. To do so, choose a number of magus spells from your spellbook equal to your Intelligence modifier + ½ your magus level (minimum of 1 spell). The spells must be of a level for which you have spell slots. You use the paladin spells per day table.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of magus spells requires time spent studying your spellbook and memorizing magical formulas and complex gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Ritual Casting
You can cast a magus 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.
Learning Spells of 1st Level and Higher
Each time you gain magus level, you can add one magus spell of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. On your adventures, you might find other spells that you can add to your spellbook. You can also add wizard spells to your magus spellbook if the spell is on both the magus spell list and the wizard spell list.
SPELLSTRIKE
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of making the spell attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. The magus can make this attack in concert with spell combat.
ARCHETYPE
At 3rd level, you focus on one of the following magus archetypes: the Aegis, the Arcane Archer, the Duskblade, the Kensai, the Myrmidon, the Spellthief, or the Witchblade, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th.
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.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
MAGUS ARCANA
You learn arcane secrets tailored to your specific way of blending martial puissance and magical skill. Starting at 6th level, you gain one magus arcana. You gain an additional magus arcana for every four levels of magus attained after 6th level. Unless specifically noted in a magus arcana’s description, you cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
TRUE MAGUS
At 20th level, when you hit an opponent with a weapon attack, it suffers disadvantage on the saving throw on the next spell you cast on it. When you target an opponent with a spell, you gain advantage on the next attack roll you make against it. You have advantage on Constitution saving throws made to maintain Concentration on spells.
ARCHETYPES

AEGIS:

AEGIS
The Aegis focuses on protecting his allies and himself with his arcane talents.
Bonus Proficiencies
You gain proficiency in heavy armor and shields.
Fighting Style
You gain the Protection Fighting Style. 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.
Arcane Shield
You gain the ability to enchant your shield. You can use your reaction to spend 1 sorcery point to increase the bonus to AC your shield grants you by an amount equal to half your proficiency bonus for 1 minute. When you cast shield, you can spend 1 sorcery point and increase the bonus to your AC the shield spell grants by an amount equal to your proficiency bonus.
AEGIS SPELLS
Aegis Level Spells
3rd hellish rebuke, shield
5th aid, warding bond
9th counterspell, protection from energy
13th deathward, fireshield
17th circle of power, wall of force
Shield of Protection
At 7th level, when you use your Protection Fighting Style, you may spend 1 sorcery point to add your proficiency bonus to your ally’s AC. If the attack against your ally is successful, your ally gains resistance to the damage from that attack.
Saving Shield
At 11th level, while you can use your reaction to grant an adjacent ally advantage on a saving throw. You may spend 1 sorcery point to add your proficiency bonus to your ally’s saving throw. Your ally gains resistance to any damage from that attack. You must be wielding a shield.
Deflecting Shield
At 15th level, when you succeed on a saving throw, you can use your reaction to spend 1 sorcery point and redirect the effect back to its source. When a melee attack misses you, you can use your reaction to make a Shove attack against your opponent. You must be wielding a shield.

ARCANE ARCHER:

ARCANE ARCHER
Fighting Style
You gain the Archery Fighting Style. You gain a +2 bonus to attack rolls you make with ranged weapons.
Imbue Arrow
You learn to combine ranged weapon attacks and spellcasting. Whenever you use the Attack action with a ranged weapon, you may use a bonus action to cast a spell from the magus spell list and imbue the ranged weapon or it ammunition with that spell. The spell originates from where the ranged weapon or its ammunition lands. A creature struck by the ranged weapon or its ammunition imbued with a spell has disadvantage on the spell’s saving throw. If you choose, your ranged weapon or its ammunition causes no damage when you imbue it with a spell.
Arcane Arrow
You gain the ability to enchant your ranged weapon. You can spend 1 sorcery point as a bonus action to grant your weapon a bonus on attack and damage rolls by an amount equal to half your proficiency bonus for 1 minute. Your ranged weapon, or any ammunition it fires, is considered magical for the purposes of damaging creatures with resistance or immunity to non-magical weapons and has its range doubled.
ARCANE ARCHER SPELLS
Arcane Archer Level Spells
3rd hail of thorns, thunderwave
5th cordon of arrows, shatter
9th conjure barrage, lightning arrow
13th blight, confusion
17th conjure volley, swift quiver
Storm Bow
At 7th level, when you use your Arcane Arrow ability, your ranged weapon, or any ammunition it fires, does an additional 1d6 points of lightning or thunder damage.
Seeker Arrow
At 11th level, when you use your Arcane Arrow ability, your ranged weapon, or any ammunition it fires, ignores cover (but not full cover) and even alters its path to avoid obstacles, including going around corners, until it reaches the limits of its range or reaches its target.
Phase Arrow
At 15th level, when you use your Arcane Arrow ability, you gain advantage on your attack rolls.

DUSKBLADE:

DUSKBLADE
Bonus Proficiency
You gain proficiency in heavy armor and shields.
Fighting Style
You gain the Duelist Fighting Style. When you wield a melee weapon in one hand and wield no other weapons, you add +2 to your weapon damage.
Arcane Weapon
You gain the ability to enchant your melee weapon. You can spend 1 sorcery point as a bonus action to grant your weapon a bonus on attack and damage rolls by an amount equal to half your proficiency bonus for 1 minute. Your melee weapon is considered magical for the purposes of damaging creatures with resistance or immunity to non-magical weapons. As a bonus action, you can make an attack with your arcane weapon and add twice your proficiency bonus to the attack roll (and damage roll if you hit), but this ends the duration of your Arcane Weapon ability.
DUSKBLADE SPELLS
Duskblade Level Spells
3rd burning hands, chromatic orb
5th misty step, scorching ray
9th elemental weapon, haste
13th dimension door, wall of fire
17th Bigby’s hand, cone of cold
Improved Spell Combat
At 7th level, your ability to combine weapon attacks and spellcasting improves. Whenever you spend a spell slot to cast a spell, you may use your bonus action to make a single melee attack with a one-handed or light weapon.
Greater Spell Combat
At 11th level, your ability to combine weapon attacks and spellcasting becomes greater. Whenever you spend a spell slot to cast a spell, you may use your bonus action to make two melee attacks with a one-handed or light weapon.
Spell of Opportunity
At 15th level,

KENSAI:

KENSAI
Unarmored Defense
At 3rd level, when you are not wearing any armor or using a shield, your AC = 10 + your Dexterity modifier + your Intelligence modifier.
Improved Unarmed Strike
At 3rd level, your unarmed strikes do 1d4 points of damage. At 9th level, your unarmed strikes do 1d6 points of damage. At 15th level, your unarmed strikes do 1d8 points of damage. You may use your choice of Strength or Dexterity when making unarmed strikes.
Flurry of Blows
At 3rd level, when you take the Attack action, you can use your bonus action to make an unarmed strike. You can spend 1 sorcery point and make 2 unarmed strikes as part of your bonus action.
KENSAI SPELLS
Kensai Level Spells
3rd expeditious retreat, jump
5th enhance ability, spider climb
9th fly, haste
13th dimension door, freedom of movement
17th Bigby’s hand, telekinesis
Iaijutsu
At 7th level, you have advantage on initiative rolls. You may spend 1 sorcery point to add your proficiency bonus and your Intelligence modifier to an initiative roll.
Perfect Strike
At 11th level, you can spend 1 sorcery point when you hit with an unarmed strike and choose to cause maximum damage instead of rolling for damage.
Iaijutsu Focus
At 15th level, When you attack an opponent during a surprise round or before your opponent has taken any actions in combat, you add your Intelligence bonus to your attack and damage rolls.

MYRMIDON:

MYRMIDON
Bonus Proficiency
You gain proficiency in heavy armor and shields.
Fighting Style
You gain the Defense Fighting Style. While you are wearing armor, you gain a +1 bonus to AC.
Arcane Armor
You gain the ability to enchant your armor. You can use your reaction to spend 1 sorcery point to increase the bonus to AC your armor grants you by an amount equal to half your proficiency bonus for 1 minute. When you cast mage armor or shield of faith, you can spend 1 sorcery point and increase the bonus to your AC the spell grants by an amount equal to your proficiency bonus.
MYRMIDON SPELLS
Myrmidon Level Spells
3rd armor of agathys, shield of faith
5th blur, enlarge/reduce
9th crusader’s mantle, protection from energy
13th fire shield, stoneskin
17th insect plague, telekinesis
Uncanny Dodge
At 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. You can spend 2 sorcery points to negate the damage.
Battle Mind
At 11th level, you can maintain Concentration on a number of spells equal to half your proficiency bonus. You must be the sole target of these spells. You can spend 1 sorcery point to double your proficiency bonus on Constitution saving throws to maintain Concentration.
War Magic
At 15th level, you can use your reaction to spend 1 sorcery point to give yourself advantage on saving throws until the end of your next turn.

SPELLTHIEF:

SPELLTHIEF
Bonus Proficiencies
You gain proficiency in one of the following skills: Deception, Sleight of Hand, Stealth.
You gain proficiency in one of the following tools: disguise kit, poisoner’s kit, or thieves’ tools.
Fighting Style
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Steal Spell
When you hit a spellcaster with two different weapons during the same round, you can use your reaction to force the spellcaster to make a Charisma saving throw. If the spellcaster fails, you steal one of its spells. Make an Intelligence (Arcana) skill check with a DC equal to the spellcaster’s spellcasting ability score. If you succeed, you learn all the spells currently prepared or known by the spellcaster; you may choose which spell to steal. If you fail, you steal a random spell of a random level (including cantrips). The highest level spell you can steal is equal to half your magus level (maximum 9th level).
When you steal a spell, you remove the selected spell from the target’s list of prepared spells or list of spells known until the next time the target prepares spells. You can cast the stolen spell once or choose to expend the stolen spell to cast a spell you have prepared of the same or lower level of the stolen spell. When you cast a stolen spell, you use your own spell saving DC or spell attack bonus, if applicable.
You can maintain a number of stolen spell levels equal to your magus level at any given time. You can choose to lose a spell in order to make room to steal a new spell; losing a spell requires no action.

SPELLTHIEF SPELLS
Myrmidon Level Spells
3rd charm person, disguise self
5th invisibility, pass without trace
9th major image, slow
13th greater invisibility, phantasmal killer
17th seeming, telekinesis

Steal Resistance
At 7th level, when you hit a creature with two different weapons during the same round, you can use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you steal its resistance against one kind of damage. Make an Intelligence (Arcana) skill check with a DC equal to the creature’s Constitution score. If you succeed, you learn all kinds of resistance the creature has; you may choose which resistance to steal. If you fail, you steal a random resistance from the creature.
When you steal a creature’s resistance, you gain resistance to that kind of damage until you finish a long rest or you choose to give it up; the creature loses that resistance until it finishes a long rest.
You can maintain a number of resistances equal to your Intelligence modifier (minimum 1) at any given time. You can choose to lose a resistance in order to steal a different resistance; losing a resistance requires no action.
Steal Spell Resistance
At 11th level, when you hit a creature with two different weapons during the same round, you can use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you steal its spell resistance.
When you steal a creature’s spell resistance, you gain spell resistance until you finish a long rest or you choose to lower it; the creature loses its spell resistance until it finishes a long rest.
Steal Immunity
At 15th level, when you hit a creature with two different weapons during the same round, you can use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you steal its immunity against one kind of damage. Make an Intelligence (Arcana) skill check with a DC equal to the creature’s Constitution score. If you succeed, you learn all kinds of immunity the creature has; you may choose which immunity to steal. If you fail, you steal a random immunity from the creature.
When you steal a creature’s immunity, you gain immunity to that kind of damage until you finish a long rest or you choose to give it up; the creature loses that immunity until it finishes a long rest.
You can maintain a number of immunities equal to your Intelligence modifier (minimum 1) at any given time. You can choose to lose a immunity in order to steal a different immunity; losing an immunity requires no action.


WITCHBLADE:

WITCHBLADE
Fighting Style
When you select the Witchblade archetype you gain the Great Weapon Fighting Style. 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.
Witchblade’s Curse
At 3rd level, you can use your reaction to spend 1 sorcery point and grant an opponent within 60 feet of you disadvantage on an ability check, attack roll, or saving throw. You must be able to see or hear your opponent.
WITCHBLADE SPELLS
Witchblade Level Spells
3rd hex, witchbolt
5th blindness/deafness, crown of madness
9th bestow curse, vampiric touch
13th confusion, Evard’s black tentacles
17th contagion, hold monster
Jinx
At 7th level, you can use your reaction to grant an opponent within 60 feet of you disadvantage on an ability check, attack roll, or saving throw. You must be able to see or hear your opponent, and your opponent must be able to see or hear you.
Steal Luck
At 11th level, when you use your Jinx ability, you gain inspiration.
Horrid Jinx
At 15th level, when you use your Jinx ability, your opponent subtracts your proficiency bonus from its affected rolls. When you use the inspiration gain from your Steal Luck ability, you add your proficiency to the affected rolls.

MAGUS ARCANA:

MAGUS ARCANA
Accurate Strike
You can spend 1 sorcery point as a bonus action and you double your proficiency bonus on your attack rolls until the beginning of your next turn.
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day wen you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your magus level (rounded up), and none of the spell slots can be of a level that you cannot cast.
For example, if you’re a 6th-level magus, you can recover up to three levels of spell slots. You can recover either a 2nd level slot and a 1st level slot, or three 1st level slots, but you could not recover a 3rd level slot because your highest level spell slot is 2nd.
Arcane Smite
Prerequisite: Charisma 13+
You add a number of paladin spells equal to your proficiency bonus to your spellbook. These paladin spells must have the word “Smite” in its title and be of a spell level you can cast. When your proficiency bonus increases, you may add an additional paladin spell to your spellbook.
Arcane Tradition
Select one school of magic. You gain the Arcane Tradition abilities of the selected school of magic as if you were a wizard of the same level as your magus level.
Bonus Feat
You gain one of the following feats. You must meet any prerequisites of the selected feat.
Elemental Adept, Mage Slayer, Magic Initiate, Ritual Caster, Spell Sniper, or War Caster.
An Aegis may select Shield Master, an Arcane Archer may select Sharp Shooter, Duskblade may select Defensive Duelist, a Kensai may select Grappler, a Myrmidon may select Heavy Armor Master, a Spellthief may select Dual Weapon Wielding, and a Witchblade may select Great Weapon Mastery.
Critical Strike
When you score a critical hit with a melee weapon, you can use your reaction to cast a spell that targets the opponent you scored the critical hit against.
Dispelling Strike
You can spend 1 sorcery point as a bonus action to imbue your weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a dispel magic with a spell slot equal to half your magus level. Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.
Hasted Assault
You can spend 1 sorcery point as a bonus action and gain the benefits of haste on yourself for a number of rounds equal to your Intelligence modifier (minimum 1 round).
Maneuver Mastery
You add double your proficiency bonus on Strength (Athletics) and Dexterity (Acrobatics) checks made to grapple or shove an opponent. You may spend 1 sorcery point as a bonus action to add your Intelligence modifier on Strength (Athletics) and Dexterity (Acrobatics) checks until the beginning of your next turn.
Metamagic
You gain one Metamagic option as described in the sorcerer class. You may select this Magus Arcana multiple times. Each time you do, you must select a different kind of Metamagic option.
Prescient Defense
You can spend 1 sorcery point and use your reaction to Dodge until the end of your next turn.
Shining Blade
You add the following spells to your magus spellbook: dancing lights, light, faerie fire, guiding bolt, moonbeam, daylight, flame strike.
Tactical Striker
You use your Intelligence modifier in place of your Strength modifier or Dexterity modifier when you make attack and damage rolls with melee or ranged weapon attacks.
Wand Wielder
When you use your action to use a wand, you may use your bonus action to do one of the following: make a single melee attack, cast a cantrip, or use a different wand.

MAGUS SPELL LIST:

MAGUS SPELL LIST
Cantrips (0 level)
acid splash, blade ward, chill touch, dancing lights, fire bolt, light, mage hand, minor image, poison spray, prestidigitation, ray of frost, resistance, sacred flame, shillelagh, shocking grasp, thorn whip, true strike
1st Level
burning hands, chromatic orb, color spray, detect magic, expeditious retreat, feather fall, grease, heroism, identify, jump, magic missile, ray of sickness, shield, silent image, sleep,thunderwave, unseen servant, witch bolt.
2nd Level
alter self, blur, darkness, darkvision, enhance ability, enlarge/reduce , flaming sphere, glitterdust, gust of wind, invisibility, levitate, Melf’s acid arrow, magic weapon, mirror image, misty step, pyrotechnics, ray of enfeeblement, scorching ray, see invisibility, shatter, spider climb, web
3rd Level
blink, counterspell, crusader’s mantle, dispel magic, elemental weapon, fireball, fly, gaseous form, haste, lightning bolt, major image, phantom steed, protection from energy, sleet storm, slow, stinking cloud, vampiric touch, water breathing, wind wall.
4th Level
dimension door, Evard’s black tentacles, fire shield, greater invisibility, ice storm, phantasmal killer, polymorph, stoneskin, wall of fire
5th Level
Bigby’s hand, cloudkill, cone of cold, telekinesis, wall of force, wall of stone

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WARLORD

The warlord leads his allies in battle.

LEVEL FEATURES
1. Commanding Action, Strategic Reactions
2. Fighting Style, Warlord Tactics
3. Warlord Archetype
4. Ability Score Improvement
5. Extra Attack
6. Warlord Tactic
7. Archetype Feature
8. Ability Score Improvement
9. Swift Commanding Action
10. Combat Reflexes, Warlord Tactic
11. Archetype Feature
12. Ability Score Improvement
13. Sudden Commanding Action
14. Warlord Tactic
15. Archetype Feature
16. Ability Score Improvement
17. Greater Commanding Action
18. Warlord Tactic
19. Ability Score Improvement
20. Reactionary

CLASS FEATURES

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

PROFICIENCIES
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None

Saving Throws: Constitution, Charisma
Skills: Choose two skills from Animal Handling, Athletics, Deception, History, Intimidation, Insight, Performance, Persuasion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) a dungeoneers’s pack or (b) an explorer’s pack
(a) Leather armor or (b) or scale armor

COMMANDING ACTION
At 1st level, you can use your action to grant an ally within 60 feet of you the ability to use their reaction to make a single melee or ranged attack, or to cast a cantrip. You must be able to see or hear your ally, and your ally must be able to see or hear you.

STRATEGIC REACTION
At 1st level, you can use your reaction to grant an ally within 60 feet of you advantage on an ability check, attack roll, or saving throw. You must be able to see or hear your ally, and your ally must be able to see or hear you.

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.

WARLORD TACTICS
At 2nd level, you gain two of the following Tactics. At levels 6, 10, 14, and 18, you gain an additional Tactic.

WARLORD TACTICS:

Bolster Ally
You can use your reaction to grant an ally (not yourself) resistance against a single attack. You must be able to see or hear your ally, and your ally must be able to see or hear you.

Combat Commander
You can use your Commanding Action to grant an ally adjacent to a creature you are adjacent to advantage on attack rolls against that creature.

Cunning Action
Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Help actions.

Defending Commander
You can use your Commanding Action to allow an ally (not yourself) to use their reaction to take the Dodge action.

Healing Surge
You can use your Commanding Action to allow an ally to use their reaction to spend a Hit Die.

Improve Critical
You can use your reaction when an ally rolls a critical hit and allow your ally to roll an additional damage die.

Precise Strike
You can use your reaction to grant an ally a bonus to damage equal to your proficiency bonus until the end of your next turn.

Protect Ally
You can use your reaction to grant an adjacent ally (not yourself) a bonus equal to your proficiency bonus on a single saving throw.

Quick Start
You add your proficiency bonus to your initiative rolls. When is initiative is rolled, you choose an ally (including yourself) and grant that ally advantage on initiative rolls.

Rally
You can use your Commanding Action to allow an ally to use their reaction to use the Dash or Disengage action.

Retaliatory Strike
When an ally is struck by a creature you threaten, you can use your reaction to make a melee attack against that creature.

Shield Ally
You can use your reaction to grant an adjacent ally a bonus to their AC equal to your proficiency bonus against a single attack.

Skill Mastery
You can use your reaction to add your proficiency bonus to an ally’s (not including you) ability check.

True Inspiration
When you spend inspiration, you have advantage on the re-roll. If you give inspiration to an ally, they have advantage on the re-roll.

ARCHETYPES
At 3rd level, you choose an archetype that you strive to emulate: Beacon, Cavalier, Hexblade, Marshall, or Witch-hunter. These archetypes are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

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.

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

SWIFT COMMANDING ACTION
Beginning at 9th level, you can use your bonus action to use Commanding Action.

COMBAT REFLEXES
Beginning at 10th level, you can use a number of reactions equal to half your proficiency bonus during your turn. Once you use this feature, you cannot use it again until you take a short or long rest.

SUDDEN COMMANDING ACTION
Beginning at 13th level, you can use your reaction to use Commanding Action.

GREATER COMMANDING ACTION
At 17th level, you can use your Commanding Action ability to grant an ally within 60 feet of you the ability to use their reaction to use the Attack action, or to cast a spell. You must be able to see or hear your ally, and your ally must be able to see or hear you.

REACTIONARY
At 20th level, you do not need to take a short rest or a long rest between uses of your Reactionary class feature.

ARCHETYPES

BEACON:

BEACON
The Beacon archetype represents a shining symbol of valor that inspires allies with magical might.
Beacon Magic
Your commanding presence is magically enhanced. You cast spells from the Beacon spell list, as detailed below.
Cantrips
At 3rd level, you learn 2 cantrips. You learn an additional cantrip at 9th level and 15th level.
Spell Slots
You gain a number of spell slots equal to your proficiency bonus. The level of your spell slots is equal to 1/3 your warlord level. To cast one of your Beacon 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.
For example, when you are 6th level, you have three 2nd-level spell slots. To cast a 1st-level spell bless, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the Beacon spell list. At 4th level, and every level thereafter, you learn one additional spell of at least 1st level of your choice. You must have spell slots of the level of the spell you choose.
Spellcasting Ability
Charisma is your spellcasting ability for your Beacon spells, so 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 Beacon 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
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your Beacon spells.

Shared Magic
At 7th level, when you cast a spell that affects at least one ally, you can spend 1 extra spell slot and affect an additional number of allies equal to your Charisma modifier (at least 1).

Sudden Magic
At 11th level, you can use your reaction to cast a spell by spending 2 spell slots.

Beacon of Healing
At 15th level, you can use your action to transform into a golden-white shining being of energy for 1 minute. Adjacent allies can use a bonus action to touch you and heal a number of hit points equal to 2d10 + your Charisma modifier; any excess hit points healed are treated as temporary hit points that last up to 1 hour. Each round, you can use your reaction to heal an ally within 60 feet of you for a number of hit points equal to 2d10 + your Charisma modifier. Once you use this feature, you cannot use it again until you take a short or long rest.

BEACON SPELLS
Cantrips (0-level)
dancing lights, friends, guidance, light, produce flame, resistance, sacred flame, thaumaturgy
1st Level
bless, color spray, command, divine favor, faerie fire, guiding bolt, heroism, protection from evil and good, sanctuary, shield of faith
2nd Level
aid, calm emotions, continual flame, enthrall, moonbeam, warding bond, zone of truth
3rd Level
aura of vitality, beacon of hope, crusader’s mantle, daylight, hypnotic pattern, mass healing word, spirit guardians
4th Level
aura of life, aura of purity, death ward, fire shield
5th Level
circle of power, mass cure wounds, Rary’s telepathic bond
6th Level
eyebite, globe of invulnerability, heroes’ feast, sunbeam, true seeing, wind walk

CAVALIER:

CAVALIER
The Cavalier archetype exemplifies mounted combat.

Cavalier’s Steed
At 3rd level, you gain special mount that accompanies you on your adventures and is trained to carry you into combat. Choose a steed, such as a warhorse, a pony, a camel, an elk, or a mastiff (your DM might allow other beasts to serve as your steed). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your warlord level, whichever is higher.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your Commanding Action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
When you mount your Cavalier’s Steed, it only costs you 5 feet of movement. If an effect moves your mount against its will, or knocks you prone while mounted, you have advantage on the DC 10 Dexterity saving throw to avoid falling off your mount.

Powerful Charge
Beginning at 7th level, when you attack while mounted on your steed and your steed takes the Dash action, your weapon does an additional die of damage.

Fearsome Charge
Beginning at 11th level, when you attack while mounted on your steed and your steed takes the Dash action, the target of your attack must make a Wisdom saving throw opposed by your Charisma (Intimidation) check or become frightened for 1 minute. The target may make a new Wisdom saving throw at the end of its turn to end this effect.

Harrowing Charge
Beginning at 15th level, when you attack while mounted on your steed and your steed takes the Dash action, all opponents within 30 feet of the path of your steed’s movement must make a Wisdom saving throw opposed by your Charisma (Intimidation) check or be frightened for 1 round.

HEXBLADE:

HEXBLADE
Hexblades use curses and jinxes to hinder their opponents on the battlefield.

Hexblade Magic
Your foreboding presence is magically enhanced. You cast spells from the Hexblade spell list, as detailed below.
Cantrips
At 3rd level, you learn 2 cantrips. You learn an additional cantrip at 9th and 15th level.
Spell Slots
You gain a number of spell slots equal to your proficiency bonus. The level of your spell slots is equal to 1/3 your warlord level. To cast one of your Hexblade 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.
For example, when you are 6th level, you have three 2nd-level spell slots. To cast a 1st-level spell bane, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the Hexblade spell list. At 4th level, and every level thereafter, you learn one additional spell of at least 1st level of your choice. You must have spell slots of the level of the spell you choose.
Spellcasting Ability
Charisma is your spellcasting ability for your Hexblade spells, so 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 Hexblade 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
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Hexblade spells.

Jinx
At 7th level, you can use your reaction to grant an opponent within 60 feet of you disadvantage on an ability check, attack roll, or saving throw. You must be able to see or hear your opponent, and your opponent must be able to see or hear you.

Steal Luck
At 11th level, when you use your Jinx ability, you gain inspiration.

Horrid Jinx
At 15th level, when you use your Jinx ability, your opponent subtracts your proficiency bonus from its affected rolls. When you use the inspiration gain from your Steal Luck ability, you add your proficiency to the affected rolls.

HEXBLADE SPELLS
Cantrips (0-level)
blade ward, chill touch, mage hand, minor illusion, poison spray, prestidigitation, ray of frost, resistance, shillelagh, thorn whip, true strike, vicious mockery
1st Level
armor of Agathys, bane, command, compelled duel, disguise self, dissonant whispers, ensnaring strike, entangle, false life, hellish rebuke, hex, inflict wounds, ray of sickness, Tasha’s hideous laughter, witch bolt
2nd Level
blindness/deafness, cloud of daggers, crown of madness, darkness, darkvision, hold person, magic weapon, pass without trace, ray of enfeeblement, silence, spike growth, spiritual weapon, suggestion, web
3rd Level
animate dead, bestow curse, counterspell, dispel magic, fear, feign death, nondetection, remove curse, sleet storm, slow, stinking cloud, vampiric touch
4th Level
blight, compulsion, confusion, Evard’s black tentacles, grasping vine, phantasmal killer, polymorph
5th Level
anti-life shell, Bigby’s hand, cloudkill, contagion, dominate person, dream, geas, hold monster, insect plague, mislead, modify memory
6th Level
create undead, eyebite, flesh to stone, globe of invulnerability, harm, magic jar, mass suggestion, Otto’s irresistible dance, wall of thorns

MARSHAL:

MARSHAL
Marshals excel at commanding forces on the field of battle.

Aura of Command
Beginning at 3rd level, whenever you use the following Warlord Tactics, you may target a number of allies of your choice up to your warlord level + your Charisma modifier instead of a single ally.
Bolster Ally, Combat Commander, Defending Commander, Healing Surge, Precise Strike, Protect Ally, Quick Start, Rally, Shield Ally, Skill Mastery.
In addition, the number of additional Warlord Tactics you gain at levels 6, 10, 14, and 18 double.

Tactical Advantage
At 7th level, when you grant an ally or allies advantage, they add your proficiency bonus to their rolls. Once you use this feature, you cannot use it again until you take a short or long rest.

Extra Action
At 11th level, you can use your action to grant a number of your allies equal to your proficiency bonus an extra action on their next turn. Once you use this feature, you cannot use it again until you take a short or long rest.

Fifteen
At 15th level, when you use Commanding Action, you can affect a number of allies equal to your proficiency bonus. Once you use this feature, you cannot use it again until you take a short or long rest.

WITCH HUNTER:

WITCH HUNTER
Witch Hunters track down outlaw magic-users.

Spell Hunter
At 3rd level, you gain proficiency in Arcana and can cast detect magic as a ritual. You can use Intelligence (Arcana) in place of Wisdom (Survival) to track creatures capable of casting spells or using magic, and you double your proficiency bonus when doing so.

Disrupt Spells
Beginning at 3rd level, when an opponent begins to cast a spell, you can use your reaction to make an attack against that opponent. If you hit, you add your proficiency bonus to the damage and your opponent must make a Constitution saving throw (DC = 10 or half the damage you cause, whichever number is higher) or lose the spell.

Spell Reaver
Beginning at 7th level, you gain a number of spell slots equal to your proficiency bonus. You can use these spell slots to cast counterspell or dispel magic. The level of your spell slots is equal to half your warlord level. You regain expended spell slots after a long rest. Charisma is your spellcasting ability for these spells.

Spell Resistant
Beginning at 11th level, you have advantage on saving throws against spells.

Greater Spell Reaver
Beginning at 15th level, you can cast antimagic field or mindblank using your spell slots.

RPG Superstar 2012 Top 32

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ALCHEMIST

LEVEL FEATURES
1. Alchemy, Alchemical Tradition, Alchemical Magic
2. Alchemical Discoveries
3. Alchemical Tradition feature
4. Ability Score Improvement
5. –
6. Alchemical Tradition feature
7. –
8. Ability Score Improvement
9. –
10. Alchemical Tradition feature
11. Alchemical Arcanum (6th level)
12. Ability Score Improvement
13. Alchemical Arcanum (7th level)
14. Alchemical Tradition feature
15. Alchemical Arcanum (8th level)
16. Ability Score Improvement
17. Alchemical Arcanum (9th level)
18. –
19. Ability Score Improvement
20. Alchemical Master

CLASS FEATURES

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

PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons
Tools: Alchemist supplies, poisoner’s kit

Saving Throws: Dexterity, Intelligence
Skills: Choose two skills from Arcana, Investigate, Medicine, Nature, Perception, and Survival

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolt or (b) any simple weapon
(a) a component pouch or (b) alchemist supplies
(a) a scholar’s pack or (b) a burglar’s pack
Leather armor, any simple weapon, and two daggers.
ALCHEMY
At 1st level, your expertise in alchemy is unparalleled. You add double your proficiency bonus on checks using alchemist supplies. You can use alchemist supplies as the arcane focus for your alchemist spells. You can use alchemist supplies to produce the following pieces of equipment: acid (vial), alchemist’s fire (flask), antitoxin (vial), holy water (flask), ink (1 ounce bottle), oil (flask), perfume (vial), poison, basic (vial), potion of healing, soap. You add your proficiency bonus on attack rolls with acid, alchemist’s fie, holy water, and oil. You add your proficiency bonus to the save DCs when you use alchemist’s fire or basic poison. During a short rest, you can construct a number of items from your alchemist supplies equal to your proficiency bonus; these items are unstable and become inert at the end of your next long or short rest.
ALCHEMICAL TRADITION
At 1st level, you focus on one of the following alchemical traditions: the Apothecary, the Chirugeon, the Grenadier, or the Master Chymist, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 6th, 10th, and 14th.
ALCHEMICAL MAGIC
Your alchemical research has given you facility with spells.
Cantrips
You know two cantrips of your choice from the alchemist spell list. You learn an additional cantrip at 4th level and again at 10th level.
Spellbook
At 1st level, you have a spellbook containing 6 1st-level alchemist spells of your choice.
Preparing Spells
You prepare the list of alchemist spells that are available for you to cast. To do so, choose a number of alchemist spells from your spellbook equal to your Intelligence modifier + your alchemist level (minimum of 1 spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a short rest or a long rest. Preparing a new list of alchemist spells requires time spent studying your spellbook and memorizing alchemical formulas and components you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spell Slots
The Alchemist 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 alchemist 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.
Spellcasting Ability
Intelligence is your spellcasting ability for your alchemist spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an alchemist spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast an alchemist 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.
Learning Spells of 1st Level and Higher
Each time you gain an alchemist level, you can add two alchemist spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. On your adventures, you might find other spells that you can add to your spellbook. You can also add wizard spells to your alchemist spellbook if the spell is on both the alchemist spell list and the wizard spell list.
ALCHEMICAL DISCOVERIES
In your study of alchemical lore, you have unearthed alchemical discoveries, fragments of knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two alchemical discoveries of your choice. Your discovery options are detailed at the end of the class description. At levels 5, 7, 9, 12, 15, and 18 you gain an additional alchemical discovery.
Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.
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.
ALCHEMICAL ARCANUM
At 11th level, you learn a magical secret called an Arcanum. Choose one 6th-level spell from the alchemist 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 alchemist 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 Alchemical Arcanum when you finish a long rest.
ALCHEMICAL MASTER
At 20th level, when the alchemist rolls initiative, he can choose to regain 1d4 expended spell slots. Once he has used this ability, he cannot use it again until he has completed a long rest.

ALCHEMICAL TRADITIONS

The Apothecary:

The Apothecary
Bonus Cantrip
When you choose this Alchemical Tradition at 1st level, you gain the poison spray cantrip if don’t already know it.
Potent Poison
At 1st level, you add double your proficiency bonus when using a poisoner’s kit. Whenever you use poison, you may choose to use your spell DC in place of the poison’s normal save DC. When you use basic poison, its base damage increases to 1d6. At 5th level, its base damage increases to 1d8. At 9th level, its base damage increases to 1d10. At 13th level, its base damage increases to 1d12.
Poison Resilience
At 3rd level, you have resistance against poison damage and you have advantage on saving throws against poison. You may add your proficiency bonus to your saving throws against poison.
Swift Poisoning
At 6th level, you can apply poison to a weapon or ammunition as a bonus action. A number of times per day equal to your Intelligence modifier (minimum once), you can cast poison spray as a bonus action. During a short rest, you can use your Alchemy feature to brew a potion of poison; this counts as 3 items.
Vile Venom
At 10th level, whenever a creature fails its saving throw against your poison, it takes double damage if the result of the d20 roll for its saving throw is less than or equal to your proficiency bonus. You may add your Intelligence modifier to any poison damage you cause. When you damage a creature with basic poison or the poison spray cantrip, it gains the poisoned condition for 1 minute.
Debilitating Poison
At 14th level, whenever a creature gains the poisoned condition from one of your attacks, it gains one of the following conditions as well: blinded, deafened, incapacitated, restrained or it gains one level of exhaustion.
At 18th level, it gains your choice of two of the previous conditions or one of the following conditions: paralyzed, stunned, or unconscious.

The Chirugeon:

The Chirugeon
Bonus Cantrip
When you choose this Alchemical Tradition at 1st level, you gain the spare the dying cantrip if don’t already know it.
Healer
At 1st level, you gain the Healer feat as a bonus feat. When you use the Healer feat, you restore an additional number of hit points equal to your proficiency bonus. Your medical expertise is unparalleled and you gain proficiency in Wisdom (Medicine) and add twice your proficiency bonus on Wisdom (Medicine) checks.
Brew Potions]/b]
At 3rd level, when you use your Alchemy feature to make a potion of healing, you may make a potion of greater healing. At 7th level, this improves to a potion of superior healing. At 11th level, this improves to a potion of supreme healing.
Alternatively, you can brew any common potion, but it counts as 2 alchemical items. At 5th level you can brew any uncommon potion, but it counts a 3 alchemical items. At 9th level, you can brew any rare potion, but it counts as 4 alchemical items. At 13th level, you can brew any very rare potion, but it counts as 5 alchemical items. At 17th level, you can brew any legendary potion, but it counts as 6 alchemical items.
[b]Life Saving Medicine

At 6th level, you can restore a creature back to life that has died within a number of minutes equal to your Intelligence modifier (minimum 1 minute). You must spend 1 minute and make a DC 20 Wisdom (Medicine) check to accomplish this. The creature returns to life with 1 hit point. This ability can’t return life a creature that has died of old age, nor can it restore any missing body parts.
Expert Healer
At 10th level, when you use the Healer feat to restore hit points to a creature, it gains 1d10 hit points multiplied by its proficiency bonus plus 2 hit points per Hit Dice.
Limb Saving Medicine
At 14th level, you can restore missing body parts to a creature by making a DC 25 Wisdom (Medicine) check. This takes 1 hour.

The Grenadier:

The Grenadier
Bonus Cantrip
When you choose this Alchemical Tradition at 1st level, you gain one of the following cantrips: acid splash, eldritch blast, fire bolt, poison spray, produce flame, ray of frost, sacred flame.
Bombs
At 1st level, gain the ability to transmute certain alchemical items and cantrips into bombs. You add your Intelligence modifier to the damage when you use vials of acid, flasks of alchemist’s fire, acid splash, eldritch blast, fire bolt, poison spray, produce flame, ray of frost, or sacred flame. A number of times per day equal to your alchemist level + your Intelligence modifier (minimum once), when you damage an opponent with a cantrip, you can cause it to splash and damage enemies adjacent to the initial target. They take half damage and may make a saving throw to avoid the damage; this saving throw is the same kind as is normal for the cantrip, or a Dexterity saving throw if the cantrip does not normally have a saving throw.
Empowered Cantrips
At 3rd level, you can cast cantrips using your spell slots. The damage caused by your cantrips increases by a number of dice equal to the level of the spell slot expended.
Fast Cantrips
At 6th level, you can cast a cantrip as a bonus action.
Savage Explosions
At 10th level, a number of times per day equal to your Intelligence modifier (minimum once), when you roll damage for a spell or cantrip, you can re-roll a number of damage dice equal to your Proficiency Bonus. You must use the results of the re-roll.
Versatile Damage
At 14th level, a number of times per day equal to your Intelligence modifier (minimum once), you can change the damage type of a spell or cantrip to a different damage type.

The Master Chymist:

The Master Chymist
Bonus Cantrip
When you choose this Alchemical Tradition at 1st level, you gain the shillelagh cantrip if don’t already know it.
Mutagen
At 1st level, you learn how to create mind and body altering elixirs called mutagens. Making a mutagen takes 1 hour, which can be done during a short rest. An alchemist can only maintain 1 mutagen at a time. As an action, the alchemist can consume a mutagen, and its effects last for 1 hour. There are three types of mutagen: Strength, Dexterity, and Constitution.
A Strength mutagen grants advantage on Strength checks and Strength saves, but causes disadvantage on Intelligence checks and Intelligence saves. The alchemist adds half his proficiency bonus to melee and thrown weapon damage rolls. The alchemist can use a bonus action to make a melee attack or use a thrown weapon.
A Dexterity mutagen grants advantage on Dexterity checks and Dexterity saves, but causes disadvantage on Wisdom checks and Wisdom saves. The alchemist adds half his proficiency bonus to his AC. The alchemist can use a bonus action to Dash or Disengage.
A Constitution mutagen grants advantage on Constitution checks, Constitution saves, and Death saves, but causes disadvantage on Charisma checks and Charisma saves. The alchemist gains resistance to bludgeoning, piercing, and slashing damage. The alchemist can use his Reaction to grant himself a number of temporary hit points equal to double his proficiency bonus; these temporary hit points last until the end of his next turn.
Mutable Feat
At 3rd level, when the alchemist uses a mutagen, he gains the benefit of one of the following feats. Each time he uses a mutagen, he may select the same feat or a different feat.
Charger, Grappler, Great Weapon Master, Mobile, Polearm Master, Savage Attacker, Skilled (gaining proficiency in Acrobatics, Athletics, and Stealth), or Tough.
Greater Mutagen
At 6th level, when the alchemist creates a mutagen, he can combine the effects of any two mutagen types of his choice (Strength, Dexterity, or Constitution).
Extended Mutagen
At 10th level, the duration of the alchemist’s mutagen increases to 8 hours, or until he completes a long rest.
At 18th level, the duration of the alchemist’s mutagen increase to 24 hours, or until he completes a long rest.
Grand Mutagen
At 14th level, when the alchemist creates a mutagen, he can combine the effects of all three mutagen types (Strength, Dexterity, and Constitution).

Alchemical Discoveries:

ALCHEMICAL DISCOVERIES
Alchemical Brutality
When you are under the effects of a mutagen, you add your proficiency bonus to your damage rolls when wielding simple melee weapons, natural attacks, or unarmed strikes.
Combine Spell Slots
You learn how to combine multiple magical effects into a single expenditure of magical energy. Select two spells that target you and have a casting time of 1 action or less; their combined spell levels cannot exceed your spell slot level. You can cast both spells as part of the same action. You must be at least 5th level to select this alchemical discovery.
Corrosive Spell
When you cast a spell that causes acid damage, it also damages the armor or shield of your target. Select your target’s armor or shield. Reduce the bonus to AC it provides by the number of damage dice of the spell. An item with an AC bonus reduced to 0 is destroyed. If the item is not destroyed, the damage can be repaired (and the reduction to AC eliminated) during a long or short rest.
Elixir of the Phoenix
You learn how to create an elixir that protects you from dying. You expend one spell slot and drink a potion of supreme healing. Until you finish a long rest, once when you drop to 0 hit points, you can use your reaction and cast resurrection on yourself. You must be at least 15th level to select this alchemical discovery.
Esoteric Tradition
You gain the 1st level feature of an Alchemical Tradition that you are not a part of. This does not include the bonus cantrip provided by the selected Alchemical Tradition.
Explosive Bomb
A number of times per day equal to your Intelligence modifier (minimum once), when you use your bomb class feature, the targets that failed a Dexterity saving throw against the splash damage are moved 10 feet away from the primary target of the cantrip, take 1d6 points of falling damage, and become prone. You must have the bomb class feature and be of at least 5th level to select this alchemical discovery.
Fast Mutagen
When you use a Dexterity mutagen, your bonus to your AC increases to your full proficiency bonus, you may use your bonus action to Dodge or Hide, and you gain advantage on initiative checks, ranged weapon attack rolls, and melee attack rolls made with finesse weapons. You must be at least 5th level to select this alchemical discovery.
Feral Mutagen
When you use a mutagen, you become bestial with claws and fangs. When you use the attack action, you can make 2 claw attacks for 1d6 points of damage, and you can use a bonus action to make a bite attack for 1d6 points of damage. You gain advantage on Charisma (Intimidation) checks.
Mad Scientist
You are an insane genius. You gain proficiency in Charisma saving throws. You make Wisdom saving throws at disadvantage, but may spend Inspiration to make a Charisma saving throw in place of a Wisdom saving throw. You use your Charisma modifier in place of your Intelligence modifier or Wisdom modifier on Arcana, Investigation, Medicine, Nature, Perception, and Survival checks. Your spell attacks and spell DCs use your Charisma modifier in place of your Intelligence modifier.
Persistent Cantrip
A number of times per day equal to your Intelligence modifier (minimum once) you can cause a cantrip to inflict continual damage. Each round, the number of damage dice of the cantrip is reduced by one, until it ends when it is reduced to 0. You must be at least 5th level to select this alchemical discovery.
Poison Resistance
You gain resistance against poison damage. If you already have poison resistance, you gain poison immunity. You must be at least 9th level to select this alchemical discovery.
Strong Mutagen
When you use a Strength mutagen, your bonus to your damage increases to your full proficiency bonus, you gain proficiency in Strength saving throws and Strength (Athletics) checks, and you gain advantage on melee attacks using your Strength modifier. You must be at least 5th level to select this alchemical discovery.
Tinker’s Expertise
You gain proficiency in Tinker’s Tools and Thieves’ Tools, and your proficiency bonus is doubled for any ability check you make with these tool proficiencies. When using your Alchemy class feature to create items, you may select from the options: ball bearings, caltrops, chain, hunting trap, lock, manacles, or tinderbox.
Tough Mutagen
When you use a Constitution mutagen, you gain proficiency in Constitution saving throws and death saving throws. You can use a bonus action to cast cure wounds on yourself. You can use your reaction to grant yourself a number of temporary hit points equal to 5 times your proficiency bonus; these temporary hit points last until the end of your next turn. You must be at least 5th level to select this alchemical discovery.
Undetectable Poison
You expend a spell slot and target a vial or flask of poison. For 24 hours, creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks to locate that poison. Anyone who casts detect poison or disease must succeed at an Intelligence saving throw (DC = your spellcasting DC) to detect the affected poison.

ALCHEMIST SPELL LIST:

ALCHEMIST SPELL LIST
Cantrips (0 Level)
Acid Splash
Blade Ward
Druidcraft
Poison Spray
Produce Flame
Ray of Frost
Resistance
Spare the Dying
True Strike

1st Level
Armor of Agathys
Arms of Hadar
Burning Hands
Chromatic Orb
Color Spray
Comprehend Languages
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Disguise Self
Entangle
Expeditious Retreat
Faerie Fire
False Life
Feather Fall
Fog Cloud
Goodberry
Grease
Guiding Bolt
Heroism
Identify
Inflict Wounds
Jump
Longstrider
Mage Armor
Purify Food and Drink
Ray of Sickness

2nd Level
Aid
Alter Self
Barkskin
Blur
Continual Flame
Darkness
Darkvision
Enhance Ability
Enlarge/Reduce
Find Traps
Gentle Repose
Heat Metal
Invisibility
Lesser Restoration
Levitate
Magic Weapon
Melf’s Acid Arrow
Mirror Image
Misty Step
Protection from Poison
Ray of Enfeeblement
Scorching Ray
See Invisiblity
Shatter
Spider Climb
Spike Growth
Warding Bond
Web

3rd Level
Animate Dead
Blink
Dispel Magic
Elemental Weapon
Feign Death
Fireball
Fly
Gaseous Form
Haste
Hunger of Hadar
Lightning Arrow
Meld into Stone
Nondetection
Plant Growth
Protection from Energy
Revivify
Sleet Storm
Slow
Stinking Cloud
Vampiric Touch
Water Breathing
Water Walk

4th Level
Blight
Death Ward
Dimension Door
Evard’s Black Tentacles
Fabricate
Fire Shield
Freedom of Movement
Giant Insect
Greater Invisibility
Ice Storm
Otiluke’s Resilient Sphere
Polymorph
Stone Shape
Stoneskin
Wall of Fire

5th Level
Antilife Shell
Awaken
Circle of Power
Cloudkill
Cone of Cold
Contagion
Creation
Greater Restoration
Mass Cure Wounds
Modify Memory
Passwall
Raise Dead
Wall of Stone

6th Level
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of Invulnerability
Harm
Heal
Heroes Feast
Magic Jar
True Seeing
Wall of Ice
Wall of Thorns
Wind Walk

7th Level
Delayed Blast Fireball
Etherealness
Finger of Death
Firestorm
Forcecage
Prismatic Spray
Regenerate
Resurrection
Reverse Gravity

8th Level
Animal Shapes
Antimagic Field
Clone
Earthquake
Incendiary Cloud
Mind Blank

9th Level
Astral Projection
Foresight
Mass Heal
Meteor Swarm
Prismatic Wall
Shapechange
Time Stop
True Polymorph
True Resurrection

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka SmiloDan

Hi!

I have a question about the item template in relation to weapons.

For the slot, do we type "none," put it a dash, or eliminate the slot entry altogether?

Thanks!

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