zhdarkstar
2015-03-24, 08:30 PM
Mystic Archivists are wizards who have learned how to replicate the way deities allow clerics to manipulate the Weave, but from an academic perspective. Some may be found working as scribes in various temples, particularly those who worship deities of Knowledge and Magic. Others can be found on the battlefield, using their knowledge and versatility to provide field support to their allies. Of course, this field of study sometimes attracts the attention of corrupt and delusional spellcasters, whose god complexes are fed by their avarice for wielding the magic of the divine.
Clerical Savant: Beginning at 2nd level when you select this subclass, you may learn cantrips and prepare spells from the cleric spell list as you gain class levels. Count half of your wizard class levels (rounded up) as cleric levels to determine what cleric spells can be inscribed in your spellbook. Only one of the spells added to your spellbook when you gain wizard class levels, including this level, can be a cleric spell not shared with the wizard spell list. Cleric spells found written in holy tomes, scrolls, and ritual books can be copied into your spellbook. The time and gold required to copy cleric spells into your spellbook is double that of wizard spells of the same level.
You may use a holy symbol as a spellcasting focus for casting cleric spells. Those spells also found on the wizard spell list can use either type of associated spellcasting focus. These spells use Intelligence as your spellcasting ability and count towards the total amount of spells that you can prepare each day. Cleric spells that do not also appear on the wizard spell list do not count as wizard spells for other class features.
Administrative Orientation Training: At 2nd level, you understand that the preliminary martial training of clerics is designed to prevent somatic gestures from being hindered by the weight and mass of armaments. You gain proficiency with light armor and two languages of your choice.
Dark Knowledge: Beginning at 6th level, you can draw upon your expansive knowledge to gain the upper hand against your foes. Each use counts as two levels expended from your Arcane Recovery limit. You cannot use this ability if you cannot use Arcane Recovery. You begin with Tactics and unlock new dark knowledge options as your class level increases.
Using dark knowledge requires a bonus action and an Intelligence (Arcana/History/Nature/Religion) check of a type appropriate to the creature faced. The DC of the check is 8 + CR (rounded up) of the target creature. The dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and you must be aware of the creature's presence, although you need not have a line of sight to it. The effects of dark knowledge last for 1 minute or until you break concentration, as if concentrating on a spell. An individual creature or race affected by dark knowledge cannot be affected by it again for the next 24 hours.
Dark Knowledge - Tactics: You know the general combat behaviors of creatures of that race, granting you and all allies within 30 feet advantage on attack rolls made against those creatures.
Dark Knowledge - Foe: Starting at 10th level, you can direct your allies to attack vital spots of your enemies. On a successful Intelligence check, you and all allies within 30 feet gain a bonus to weapon damage rolls made against the target creatures equal to your Intelligence ability modifier. This damage is of the same type as the weapon.
Dark Knowledge - Foreknowledge: At 14th level, you can better prepare your allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Attacks by the affected creature against you and allies within 30 feet have disadvantage.
Clerical Savant: Beginning at 2nd level when you select this subclass, you may learn cantrips and prepare spells from the cleric spell list as you gain class levels. Count half of your wizard class levels (rounded up) as cleric levels to determine what cleric spells can be inscribed in your spellbook. Only one of the spells added to your spellbook when you gain wizard class levels, including this level, can be a cleric spell not shared with the wizard spell list. Cleric spells found written in holy tomes, scrolls, and ritual books can be copied into your spellbook. The time and gold required to copy cleric spells into your spellbook is double that of wizard spells of the same level.
You may use a holy symbol as a spellcasting focus for casting cleric spells. Those spells also found on the wizard spell list can use either type of associated spellcasting focus. These spells use Intelligence as your spellcasting ability and count towards the total amount of spells that you can prepare each day. Cleric spells that do not also appear on the wizard spell list do not count as wizard spells for other class features.
Administrative Orientation Training: At 2nd level, you understand that the preliminary martial training of clerics is designed to prevent somatic gestures from being hindered by the weight and mass of armaments. You gain proficiency with light armor and two languages of your choice.
Dark Knowledge: Beginning at 6th level, you can draw upon your expansive knowledge to gain the upper hand against your foes. Each use counts as two levels expended from your Arcane Recovery limit. You cannot use this ability if you cannot use Arcane Recovery. You begin with Tactics and unlock new dark knowledge options as your class level increases.
Using dark knowledge requires a bonus action and an Intelligence (Arcana/History/Nature/Religion) check of a type appropriate to the creature faced. The DC of the check is 8 + CR (rounded up) of the target creature. The dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and you must be aware of the creature's presence, although you need not have a line of sight to it. The effects of dark knowledge last for 1 minute or until you break concentration, as if concentrating on a spell. An individual creature or race affected by dark knowledge cannot be affected by it again for the next 24 hours.
Dark Knowledge - Tactics: You know the general combat behaviors of creatures of that race, granting you and all allies within 30 feet advantage on attack rolls made against those creatures.
Dark Knowledge - Foe: Starting at 10th level, you can direct your allies to attack vital spots of your enemies. On a successful Intelligence check, you and all allies within 30 feet gain a bonus to weapon damage rolls made against the target creatures equal to your Intelligence ability modifier. This damage is of the same type as the weapon.
Dark Knowledge - Foreknowledge: At 14th level, you can better prepare your allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Attacks by the affected creature against you and allies within 30 feet have disadvantage.