New Roguish Archetype and Arcane Traditions


4th Edition


I'd like to have your comments on these new sub-classes:

Arcane Tradition - Universalist:
Universalist
Instead of specializing in a school of magic, you decide to explore magic in itself.

Advanced Learning
Beginning when you select this tradition at 2nd level, you add one more wizard spell of your choice (for a total of 3) to your spellbook when you learn new spells every level.

Arcane Research
At 6th level, you create a new arcane spell of 3rd level or lower. The spell could replicate the effects of a spell of the same level from another class or be entirely new. Talk with you DM to determine what effect is of appropriate level.

Greater Arcane Recovery
Starting at 10th level, your arcane recovery is more potent and you can recover spell slots with a combined level equal to your wizard level.

Greater Arcane Research
At 14th level, you create a new arcane spell of 7th level or lower, or 2 spells of 3rd level or lower. The spell could replicate the effects of a spell of the same level from another class or be entirely new. Talk with you DM to determine what effect is of appropriate level.

Arcane Tradition - Elementalist:
Elementalist
Elementalists are spellcasters with access to the powers of the elements. It works out pretty well for them.

Elemental Survival
Beginning when you select this tradition at 2nd level, you can survives in elemental planes as easily as on the prime. Whenever on any elemental, paraelemental, or energy plane, you are able to ignore any harmful elemental and energy traits and moves through any of these planes without impediment. Specifically, she gains additional move speeds equal to her base land speed: fly on the Plane of Air, burrow on the Plane of Earth, and swim on the Plane of Water. The Positive Energy Plane never gives her temporary hit points, and elemental and energy traits that would do her damage instead don't.

Elemental Affinity
At 6th level, you choose an element (fire, air, water or earth), when casting a spell that deals damage type corresponding to you element, add +1 to your spell DC and spell attack bonus, also you gain resistance to the corresponding damage type and vulnerability to your opposing element damage type (Fire<->Water; Air<->Earth)

Air lightning or thunder (select only one when you choose this element)
Water acid
Fire fire
Earth poison

Timelessness
Starting at 10th level, your are infused with the uncompromising nature of the raw elements themselves. She stops aging and never dies of old age.

Elemental Traits
At 14th level, you become more attune to your element and gain the following traits:
Air You get Air Form as per the Air Elemental ability in the MM p.124, and a fly speed equal to you land speed.
Water You get Water Form as per the Water Elemental ability in the MM p.125, and a swim speed equal to you land speed.
Fire You get Fire Form as per the Fire Elemental ability in the MM p.125, and fire immunity.
Earth You get Earth Glide as per the Earth Elemental ability in the MM p.124, and a burrow speed equal to you land speed.

Roguish Archetype - Scout:
Scout
Any force on the move, whether it's an army or an adventuring group, needs information about what's ahead, what's behind and, more important, time to prepare for battle. A scout can navigate difficult terrain at good speed and she specialized in seeing her foe before the opponent ever detect her presence. In a dungeon or in the wild a scout is only seen when she wants to be.

Natural Explorer
Same as the ranger ability (PHB p.91). You choose an additional terrain at 13th level. Add dungeon to the list of favored terrain.

Alert
When in your favored terrain, you get +5 to Wisdom (Perception) ability checks, and add half your proficiency bonus to Initiative.

Fast Movement
Same as the barbarian ability (PHB p.49)

Land's Stride
Same as the ranger ability (PHB p.92)

Vanish
When using your cunning action to hide, you become invisible until you makes an attack action or cast a spell.


Judging by your Planescape terms for the Elementalist write-up, I guess you're assuming a 2nd Ed structure for the Inner Planes?


Yeah, my cosmology reference for the DnD universe is mostly 2nd edition :D

But I'm willing to get something more suited to 5e if I can get something else to replace Elemental Survival :)

RPG Superstar 2012 Top 32

The Scout looks like a good alternative to a spell-less ranger.

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