Kuulvheysoon
2021-09-05, 08:39 PM
The Factotum
https://i0.wp.com/nerdarchy.com/wp-content/uploads/2019/12/factotum.jpg?fit=400%2C529&ssl=1
Hit Points
Hit Dice: 1d8 per factotum level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per factotum level after 1st.
Proficiencies
Armor: Light armor
Weapons: Simple weapons, Martial weapons
Tools: Thieves' tools and any one other tool or instrument.
Saving Throws: Dexterity, Intelligence.
Skills: Choose any three.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon or (b) a light crossbow and 20 bolts
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer's pack or (b) an explorer's pack
Leather armor, two daggers, and thieves' tools
v2: The Facototum
Level Proficiency Bonus Features Cantrips Known Inspiration Points
1st +2 Skill Versatility, Spellcasting 2 —
2nd +2 Aptitude Focus, Inspiration (d6) 2 2
3rd +2 Opportunistic Piety 2 3
4th +2 Ability Score Improvement 2 4
5th +3 Inspiration (d8), Limit Break 2 5
6th +3 Aptitude Focus 2 6
7th +3 Borrow Feature 2 7
8th +3 Ability Score Improvement 2 8
9th +4 — 3 9
10th +4 Aptitude Focus, Inspiration (d10) 3 10
11th +4 Evasion 3 11
12th +4 Ability Score Improvement 3 12
13th +5 — 4 13
14th +5 Aptitude Focus 4 14
15th +5 Inspiration (d12) 4 15
16th +5 Ability Score Improvement 4 16
17th +6 — 5 17
18th +6 Fortune's Friend 5 18
19th +6 Ability Score Improvement 5 19
20th +6 Superior Inspiration 5 20
Class Features
Skill Versatility
Starting at 1st level, you gain proficiency with one skill that you're not already proficient with after you finish a short or long rest. You lose this proficiency when you use this feature to choose a different proficiency that you lack.
Spellcasting
Cantrips: At 1st level, you know two cantrips of your choice from any spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Factotum table. When you gain a level in this class, you can replace one of the factotum cantrips that you know with another cantrip.
Spellcasting Ability: Intelligence is your spellcasting ability for your factotum spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an factotum 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
Spellcasting Focus: You can use an arcane focus (see "Equipment") as a spellcasting focus for your factotum spells.
Aptitude Focus
When you reach 2nd level, you choose one of the following aptitude foci. You can change your aptitude focus when you finish a long rest. Changing your aptitude focus requires time spent in reflection and training: at least 1 minute per factotum level.
Inspiration
Starting at 2nd level, your training allows you to harness the sum total of your eclectic knowledge with a resource known as inspiration points. Your access to this energy is represented by a number of inspiration points. Your inspired level determines the number of points you have, as shown in the Inspiration Points column of the Inspired table. You can spend these points to fuel various class features. You learn more class features to spend them on as you gain levels in this class.
An inspiration point spent with this feature gives you an inspiration die, a d6. Your inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
At 2nd level, you have four ways to spend your inspiration points.
Insightful Defense: As a reaction to being hit, you can expend one point to add the result of the die rolled to your AC against that attack.
Insightful Skill: When you make an ability check, you can expend one point to add the result of the die rolled to the total of your ability check. You can wait until after you roll the d20 before deciding to use this ability, but must decide before the DM says whether your check succeeds or fails.
Insightful Strike: When you hit a creature with a melee weapon attack or ranged weapon attack within 30 feet, you can expend one inspiration point to deal additional damage of the weapon’s type equal to the result rolled on the die.
Insightful Ward: As a reaction to rolling a saving throw, you can expend one point to add the result of the die rolled to your saving throw. You can wait until after you roll the d20 before deciding to use this ability, but must decide before the DM says whether your save succeeds or fails.
When you spend an inspiration point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended inspiration points back into yourself. You must spend at least 15 minutes of the rest meditating in order to regain your spent inspiration points.
Opportunistic Piety
Beginning at 3rd level, you can channel a hint of divine energy. As an action, if you have a holy symbol you can raise it and spend two inspiration points to Turn Undead (as the Channel Divinity option for clerics). The saving throw DC is equal to your spell save DC.
Alternatively, you can expend one inspiration point as an action to heal yourself or another creature with a touch. When you heal a creature in this manner, they regain hit points equal to the result rolled on the inspiration die.
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.
Limit Break
Starting at 5th level, you add your Intelligence modifier to your pool of inspiration points.
Borrow Feature
Beginning at 7th level, you can borrow skills and abilities from other professions. As an action, you can spend inspiration points to obtain an ability from the list below.
By spending 2 inspiration points, you can obtain one Fighting Style available to the Fighter until the end of your next short or long rest. You can't take a Fighting Style option more than once, even if you later get to choose again.
By spending 2 inspiration points, you obtain the Uncanny Dodge feature until the end of your next short or long rest.
By spending 2 inspiration points, you obtain the Cunning Action feature until the end of your next short or long rest.
Evasion
At 11th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Fortune's Friend
At 18th level, your luck is unearthly and spoken of in hushed whispers across the land. As a reaction to failing a saving throw, you can choose to succeed on the saving throw instead
Once you use this feature you must finish a short or long rest before you can use it again.
Superior Inspiration
By 20th level, when you use Insightful Defense, Insightful Skill, Insightful Strike or Insightful Ward, if you roll a number that is lower than your Intelligence modifier on your inspiration die, treat the number rolled as if it was your Intelligence modifier instead.
Multiclassing and the Factotum
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you chose factotum as one of your classes.
Ability Score Minimum. As a multiclass character, you must have an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a factotum.
Proficiencies Gained. If factotum isn't your initial class, here are the proficiencies you gain when you take your first level as a factotum: light armor, one skill of your choice, thieves tools
Level Proficiency Bonus Features Cantrips Known Inspiration Points Maximum Spell Level Inspiration Spending Limit
1st +2 Aptitude Focus, Skill Versatility, Spellcasting 2 — — —
2nd +2 Fighting Style, Inspiration Points 2 2 1st 2
3rd +2 Opportunistic Piety, Insightful Strike 2 3 1st 2
4th +2 Ability Score Improvement, Cunning Skill 2 4 1st 2
5th +3 Limit Break 2 5 2nd 3
6th +3 Aptitude Focus 2 6 2nd 3
7th +3 Borrow Feature 2 7 2nd 3
8th +3 Ability Score Improvement 2 8 2nd 3
9th +4 Defensive Roll 2 9 3rd 4
10th +4 Aptitude Focus 3 10 3rd 4
11th +4 Reliable Talent 3 11 3rd 4
12th +4 Ability Score Improvement 3 12 3rd 4
13th +5 Arcane Sidestep 3 13 4th 5
14th +5 Aptitude Focus 4 14 4th 5
15th +5 Spell Resistance 4 15 4th 5
16th +5 Ability Score Improvement 4 16 4th 5
17th +6 — 4 17 5th 6
18th +6 Fortune's Friend 4 18 5th 6
19th +6 Ability Score Improvement 4 19 5th 6
20th +6 Arcane Dilettante 4 20 5th 6
Class Features
Aptitude Focus
Choose one of the following aptitude foci. Your choice determines which spell list you choose your spells from and other features when you choose it at 1st level. It also grants you additional benefits at 6th, 10th, and 14th levels.
Skill Versatility
You choose one skill that you're not already proficient with after you finish a long rest. You gain proficiency with that skill until you choose a different one with this feature.
Spellcasting
Cantrips: At 1st level, you know two cantrips of your choice from a spell list determined by your aptitude focus. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Inspired table. When you gain a level in this class, you can replace one of the inspired cantrips that you know with another cantrip from your spell list.
Preparing and Casting Spells: You prepare the list of inspired spells that are available for you to cast, choosing from the class spell list determined by your aptitude focus. When you do so, choose a number of spells equal to your Intelligence modifier + your half of your inspired level (minimum of one spell). The spells must be of a level equal to or lower than the maximum spell level as shown in the Inspired table. For example, if you are a 6th-level inspired, with an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. a spell cast with inspiration is always cast at its lowest level. Casting the spell doesn't remove it from your list of prepared spells.
You can cast a prepared inspired spell by spending a number of inspiration points equal to the level of the spell + 1. Starting at 5th level, you may spend an additional inspiration point to cast the spell as if it was from a spell slot of 1 level higher. You can increase the effective level of the spell slot an additional time and increasing at 9th, 13th and 17th level. You cannot, however, spend more inspiration points than your maximum spending limit, as shown on the Inspired table.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of inspired spells requires time spent in intense study and reflection: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability: Intelligence is your spellcasting ability for your inspired spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a inspired 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
Spellcasting Focus: You can use an arcane focus (see "Equipment") as a spellcasting focus for your inspired spells.
Fighting Style
Starting at 2nd level, you adopt a particular 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. After you finish a long rest, you may spend 30 minutes in training to change your current fighting style to a different fighting style from this list.
Blind FightingTCoE
Defense
Dueling
Great Weapon Fighting
InterceptionTCoE
Thrown Weapon FightingTCoE
Two Weapon Fighting
Inspiration Points
Starting at 2nd level, your training allows you to harness the sum total of your eclectic knowledge with a resource known as inspiration points. Your access to this energy is represented by a number of inspiration points. Your inspired level determines the number of points you have, as shown in the Inspiration Points column of the Inspired table. You can spend these points to fuel various class features and your spellcasting. You learn more class features to spend them on as you gain levels in this class.
When you spend an inspiration point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended inspiration points back into yourself. You must spend at least 15 minutes of the rest meditating in order to regain your spent inspiration points.
Opportunistic Piety
Beginning at 3rd level, you can channel a hint of divine energy. As an action, if you have a holy symbol you can raise it and spend 2 inspiration points to Turn Undead (as the Channel Divinity option for clerics). The saving throw DC is equal to your spell save DC.
Alternatively, you can cast a spell from the cleric spell list, paying the cost as if it was an inspired spell. The spell's level cannot exceed the Maximum Spell Level that you can cast on the Inspired table, and you may cast it in a higher spell slot as described in the Spellcasting section.
Once you use this feature you must finish a short or long rest before you can use it again.
Insightful Strike
Starting at 3rd level, once per turn when you hit a creature with a melee weapon attack or ranged weapon attack within 30 feet, you can expend inspiration points to deal bonus damage to the target, in addition to the weapon's damage. The extra damage is equal to 1d6 for each inspiration point spent. You cannot spend more inspiration points than your maximum spending limit, as shown on the Inspired table.
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.
Cunning Skill
As an action, you can spend 2 inspiration points to immediately change the skill proficiency granted to your Skill Versatility class feature until the next long rest that you finish or you use this feature again.
Limit Break
Starting at 5th level, you add your Intelligence modifier to your pool of inspiration points.
Borrow Feature
Beginning at 7th level, you can borrow skills and abilities from other professions. As a bonus action, you can spend inspiration points to use or obtain an ability from the list below.
By spending 1 inspiration point, you obtain the Land's Stride ability for 1 hour.
By spending 1 inspiration point, you can obtain the Cunning Action feature for 1 hour.
By spending 2 inspiration points, you can obtain the Extra Attack feature for 1 minute.
By spending 2 Inspiration points, you can use the Lay on Hands feature for up to 1 minute. Your pool of hit points can restore a number of hit points equal to twice your inspired level per use.
By spending 3 inspiration points, you can obtain the Rage feature for up to 1 minute.
By spending 3 inspiration points, you can use the Wild Shape feature as a druid of a level equal to half of your Inspired level for up to 1 hour.
Defensive Roll
Starting at 9th level, when you are reduced to 0 hit points, you can immediately spend 2 inspiration points as a reaction to instead be reduced to 1 hit point. You can then move up to half of your speed without triggering opportunity attacks.
Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 0 or lower as a 10.
Arcane Sidestep
Starting at 13th level, you've learned how to briefly step between the worlds to arrive at your destination. As a bonus action, you can spend 2 inspiration points to teleport up to 60 feet to a location that you can see.
Spell Resistance
At 15th level, your understanding of the arcane arts has seeped into your very bones. You gain advantage on all saving throws against spells and other magical effects.
Fortune's Friend
At 18th level, your luck is unearthly and spoken of in hushed whispers across the land. As a reaction to failing a saving throw, you can spend 2 inspiration points to reroll the saving throw with advantage, and add your Intelligence modifier to the result.
Arcane Dilettante
By 20th level, you have become one with the arcane forces within you. All class features (including spellcasting) that require you to spend inspiration points have their costs reduced by 1.
https://i0.wp.com/nerdarchy.com/wp-content/uploads/2019/12/factotum.jpg?fit=400%2C529&ssl=1
Hit Points
Hit Dice: 1d8 per factotum level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per factotum level after 1st.
Proficiencies
Armor: Light armor
Weapons: Simple weapons, Martial weapons
Tools: Thieves' tools and any one other tool or instrument.
Saving Throws: Dexterity, Intelligence.
Skills: Choose any three.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon or (b) a light crossbow and 20 bolts
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer's pack or (b) an explorer's pack
Leather armor, two daggers, and thieves' tools
v2: The Facototum
Level Proficiency Bonus Features Cantrips Known Inspiration Points
1st +2 Skill Versatility, Spellcasting 2 —
2nd +2 Aptitude Focus, Inspiration (d6) 2 2
3rd +2 Opportunistic Piety 2 3
4th +2 Ability Score Improvement 2 4
5th +3 Inspiration (d8), Limit Break 2 5
6th +3 Aptitude Focus 2 6
7th +3 Borrow Feature 2 7
8th +3 Ability Score Improvement 2 8
9th +4 — 3 9
10th +4 Aptitude Focus, Inspiration (d10) 3 10
11th +4 Evasion 3 11
12th +4 Ability Score Improvement 3 12
13th +5 — 4 13
14th +5 Aptitude Focus 4 14
15th +5 Inspiration (d12) 4 15
16th +5 Ability Score Improvement 4 16
17th +6 — 5 17
18th +6 Fortune's Friend 5 18
19th +6 Ability Score Improvement 5 19
20th +6 Superior Inspiration 5 20
Class Features
Skill Versatility
Starting at 1st level, you gain proficiency with one skill that you're not already proficient with after you finish a short or long rest. You lose this proficiency when you use this feature to choose a different proficiency that you lack.
Spellcasting
Cantrips: At 1st level, you know two cantrips of your choice from any spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Factotum table. When you gain a level in this class, you can replace one of the factotum cantrips that you know with another cantrip.
Spellcasting Ability: Intelligence is your spellcasting ability for your factotum spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an factotum 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
Spellcasting Focus: You can use an arcane focus (see "Equipment") as a spellcasting focus for your factotum spells.
Aptitude Focus
When you reach 2nd level, you choose one of the following aptitude foci. You can change your aptitude focus when you finish a long rest. Changing your aptitude focus requires time spent in reflection and training: at least 1 minute per factotum level.
Inspiration
Starting at 2nd level, your training allows you to harness the sum total of your eclectic knowledge with a resource known as inspiration points. Your access to this energy is represented by a number of inspiration points. Your inspired level determines the number of points you have, as shown in the Inspiration Points column of the Inspired table. You can spend these points to fuel various class features. You learn more class features to spend them on as you gain levels in this class.
An inspiration point spent with this feature gives you an inspiration die, a d6. Your inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
At 2nd level, you have four ways to spend your inspiration points.
Insightful Defense: As a reaction to being hit, you can expend one point to add the result of the die rolled to your AC against that attack.
Insightful Skill: When you make an ability check, you can expend one point to add the result of the die rolled to the total of your ability check. You can wait until after you roll the d20 before deciding to use this ability, but must decide before the DM says whether your check succeeds or fails.
Insightful Strike: When you hit a creature with a melee weapon attack or ranged weapon attack within 30 feet, you can expend one inspiration point to deal additional damage of the weapon’s type equal to the result rolled on the die.
Insightful Ward: As a reaction to rolling a saving throw, you can expend one point to add the result of the die rolled to your saving throw. You can wait until after you roll the d20 before deciding to use this ability, but must decide before the DM says whether your save succeeds or fails.
When you spend an inspiration point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended inspiration points back into yourself. You must spend at least 15 minutes of the rest meditating in order to regain your spent inspiration points.
Opportunistic Piety
Beginning at 3rd level, you can channel a hint of divine energy. As an action, if you have a holy symbol you can raise it and spend two inspiration points to Turn Undead (as the Channel Divinity option for clerics). The saving throw DC is equal to your spell save DC.
Alternatively, you can expend one inspiration point as an action to heal yourself or another creature with a touch. When you heal a creature in this manner, they regain hit points equal to the result rolled on the inspiration die.
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.
Limit Break
Starting at 5th level, you add your Intelligence modifier to your pool of inspiration points.
Borrow Feature
Beginning at 7th level, you can borrow skills and abilities from other professions. As an action, you can spend inspiration points to obtain an ability from the list below.
By spending 2 inspiration points, you can obtain one Fighting Style available to the Fighter until the end of your next short or long rest. You can't take a Fighting Style option more than once, even if you later get to choose again.
By spending 2 inspiration points, you obtain the Uncanny Dodge feature until the end of your next short or long rest.
By spending 2 inspiration points, you obtain the Cunning Action feature until the end of your next short or long rest.
Evasion
At 11th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Fortune's Friend
At 18th level, your luck is unearthly and spoken of in hushed whispers across the land. As a reaction to failing a saving throw, you can choose to succeed on the saving throw instead
Once you use this feature you must finish a short or long rest before you can use it again.
Superior Inspiration
By 20th level, when you use Insightful Defense, Insightful Skill, Insightful Strike or Insightful Ward, if you roll a number that is lower than your Intelligence modifier on your inspiration die, treat the number rolled as if it was your Intelligence modifier instead.
Multiclassing and the Factotum
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you chose factotum as one of your classes.
Ability Score Minimum. As a multiclass character, you must have an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a factotum.
Proficiencies Gained. If factotum isn't your initial class, here are the proficiencies you gain when you take your first level as a factotum: light armor, one skill of your choice, thieves tools
Level Proficiency Bonus Features Cantrips Known Inspiration Points Maximum Spell Level Inspiration Spending Limit
1st +2 Aptitude Focus, Skill Versatility, Spellcasting 2 — — —
2nd +2 Fighting Style, Inspiration Points 2 2 1st 2
3rd +2 Opportunistic Piety, Insightful Strike 2 3 1st 2
4th +2 Ability Score Improvement, Cunning Skill 2 4 1st 2
5th +3 Limit Break 2 5 2nd 3
6th +3 Aptitude Focus 2 6 2nd 3
7th +3 Borrow Feature 2 7 2nd 3
8th +3 Ability Score Improvement 2 8 2nd 3
9th +4 Defensive Roll 2 9 3rd 4
10th +4 Aptitude Focus 3 10 3rd 4
11th +4 Reliable Talent 3 11 3rd 4
12th +4 Ability Score Improvement 3 12 3rd 4
13th +5 Arcane Sidestep 3 13 4th 5
14th +5 Aptitude Focus 4 14 4th 5
15th +5 Spell Resistance 4 15 4th 5
16th +5 Ability Score Improvement 4 16 4th 5
17th +6 — 4 17 5th 6
18th +6 Fortune's Friend 4 18 5th 6
19th +6 Ability Score Improvement 4 19 5th 6
20th +6 Arcane Dilettante 4 20 5th 6
Class Features
Aptitude Focus
Choose one of the following aptitude foci. Your choice determines which spell list you choose your spells from and other features when you choose it at 1st level. It also grants you additional benefits at 6th, 10th, and 14th levels.
Skill Versatility
You choose one skill that you're not already proficient with after you finish a long rest. You gain proficiency with that skill until you choose a different one with this feature.
Spellcasting
Cantrips: At 1st level, you know two cantrips of your choice from a spell list determined by your aptitude focus. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Inspired table. When you gain a level in this class, you can replace one of the inspired cantrips that you know with another cantrip from your spell list.
Preparing and Casting Spells: You prepare the list of inspired spells that are available for you to cast, choosing from the class spell list determined by your aptitude focus. When you do so, choose a number of spells equal to your Intelligence modifier + your half of your inspired level (minimum of one spell). The spells must be of a level equal to or lower than the maximum spell level as shown in the Inspired table. For example, if you are a 6th-level inspired, with an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. a spell cast with inspiration is always cast at its lowest level. Casting the spell doesn't remove it from your list of prepared spells.
You can cast a prepared inspired spell by spending a number of inspiration points equal to the level of the spell + 1. Starting at 5th level, you may spend an additional inspiration point to cast the spell as if it was from a spell slot of 1 level higher. You can increase the effective level of the spell slot an additional time and increasing at 9th, 13th and 17th level. You cannot, however, spend more inspiration points than your maximum spending limit, as shown on the Inspired table.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of inspired spells requires time spent in intense study and reflection: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability: Intelligence is your spellcasting ability for your inspired spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a inspired 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
Spellcasting Focus: You can use an arcane focus (see "Equipment") as a spellcasting focus for your inspired spells.
Fighting Style
Starting at 2nd level, you adopt a particular 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. After you finish a long rest, you may spend 30 minutes in training to change your current fighting style to a different fighting style from this list.
Blind FightingTCoE
Defense
Dueling
Great Weapon Fighting
InterceptionTCoE
Thrown Weapon FightingTCoE
Two Weapon Fighting
Inspiration Points
Starting at 2nd level, your training allows you to harness the sum total of your eclectic knowledge with a resource known as inspiration points. Your access to this energy is represented by a number of inspiration points. Your inspired level determines the number of points you have, as shown in the Inspiration Points column of the Inspired table. You can spend these points to fuel various class features and your spellcasting. You learn more class features to spend them on as you gain levels in this class.
When you spend an inspiration point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended inspiration points back into yourself. You must spend at least 15 minutes of the rest meditating in order to regain your spent inspiration points.
Opportunistic Piety
Beginning at 3rd level, you can channel a hint of divine energy. As an action, if you have a holy symbol you can raise it and spend 2 inspiration points to Turn Undead (as the Channel Divinity option for clerics). The saving throw DC is equal to your spell save DC.
Alternatively, you can cast a spell from the cleric spell list, paying the cost as if it was an inspired spell. The spell's level cannot exceed the Maximum Spell Level that you can cast on the Inspired table, and you may cast it in a higher spell slot as described in the Spellcasting section.
Once you use this feature you must finish a short or long rest before you can use it again.
Insightful Strike
Starting at 3rd level, once per turn when you hit a creature with a melee weapon attack or ranged weapon attack within 30 feet, you can expend inspiration points to deal bonus damage to the target, in addition to the weapon's damage. The extra damage is equal to 1d6 for each inspiration point spent. You cannot spend more inspiration points than your maximum spending limit, as shown on the Inspired table.
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.
Cunning Skill
As an action, you can spend 2 inspiration points to immediately change the skill proficiency granted to your Skill Versatility class feature until the next long rest that you finish or you use this feature again.
Limit Break
Starting at 5th level, you add your Intelligence modifier to your pool of inspiration points.
Borrow Feature
Beginning at 7th level, you can borrow skills and abilities from other professions. As a bonus action, you can spend inspiration points to use or obtain an ability from the list below.
By spending 1 inspiration point, you obtain the Land's Stride ability for 1 hour.
By spending 1 inspiration point, you can obtain the Cunning Action feature for 1 hour.
By spending 2 inspiration points, you can obtain the Extra Attack feature for 1 minute.
By spending 2 Inspiration points, you can use the Lay on Hands feature for up to 1 minute. Your pool of hit points can restore a number of hit points equal to twice your inspired level per use.
By spending 3 inspiration points, you can obtain the Rage feature for up to 1 minute.
By spending 3 inspiration points, you can use the Wild Shape feature as a druid of a level equal to half of your Inspired level for up to 1 hour.
Defensive Roll
Starting at 9th level, when you are reduced to 0 hit points, you can immediately spend 2 inspiration points as a reaction to instead be reduced to 1 hit point. You can then move up to half of your speed without triggering opportunity attacks.
Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 0 or lower as a 10.
Arcane Sidestep
Starting at 13th level, you've learned how to briefly step between the worlds to arrive at your destination. As a bonus action, you can spend 2 inspiration points to teleport up to 60 feet to a location that you can see.
Spell Resistance
At 15th level, your understanding of the arcane arts has seeped into your very bones. You gain advantage on all saving throws against spells and other magical effects.
Fortune's Friend
At 18th level, your luck is unearthly and spoken of in hushed whispers across the land. As a reaction to failing a saving throw, you can spend 2 inspiration points to reroll the saving throw with advantage, and add your Intelligence modifier to the result.
Arcane Dilettante
By 20th level, you have become one with the arcane forces within you. All class features (including spellcasting) that require you to spend inspiration points have their costs reduced by 1.