JNAProductions
2021-09-18, 12:02 PM
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier
PROFICIENCIES
Armor: Light Armor
Weapons: All Simple Weapons
Tools: Any two artisan tools
Languages: Any two languages
Saving Throws: Intelligence, Wisdom
Skills: Choose any two, and then two from Arcana, History, Investigation, Nature, Religion, Insight, Medicine, and Perception
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any two weapons your are proficient in, with two copies (if thrown) or 20 pieces of ammo (if it uses ammo)
-Any simple melee weapon
-Leather Armor
-Any pack
Scholar
Level
Proficiency Bonus
Features
Knacks
Talent Dice
1st
+2
Talent, Expertise
-
1d4
2nd
+2
Knacks
2
1d4
3rd
+2
Archetype
2
2d4
4th
+2
Ability Score Improvement
2
2d4
5th
+3
Improved Talent
3
3d6
6th
+3
Expertise
3
3d6
7th
+3
Archetype Feature
3
4d6
8th
+3
Ability Score Improvement
3
4d6
9th
+4
Skilled
4
5d8
10th
+4
Guarded Psyche
4
5d8
11th
+4
Greater Talent, Reliable Talent
4
6d8
12th
+4
Ability Score Improvement
4
6d8
13th
+5
Archetype Feature
5
7d10
14th
+5
Of Sound Mind And Body
5
7d10
15th
+5
Expertise
5
8d10
16th
+5
Ability Score Improvement
5
8d10
17th
+6
Perfected Talent
6
9d12
18th
+6
Archetype Feature
6
9d12
19th
+6
Ability Score Improvement
6
9d12
20th
+6
Scholar Supreme
6
9d12
Expertise
At levels one, six, and fifteen, select two skills or tools you have proficiency in. When making a check with this skill or tool, double your proficiency bonus.
Talent
At level one, you gain a pool of Talent Dice. This starts at 1d4, and increases in both number and die size as shown on the table. Any ability that requires someone to make a saving throw against a Talen is against a DC of 8+your proficiency modifier+your Intelligence modifier. Your Talent Dice pool is set to full after the completion of any rest. Additionally, you my regain a single Talent Die by taking an action. A creature may benefit from multiple Talent Dice at one time, but no more than their proficiency bonus. (For instance, a fellow level one PC could have up to two Talent Dice actively helping them. If you were helping a fifth level PC, they could have up to three.) There is no limit to the number of negative Talent Dice that may be applied to a foe, but the Talent Dice providing a bonus or penalty to the same score do not stack. Unspent Talent Dice disappear after one minute.
At level one, you may use Talent Dice in the following ways, affecting a creature that can see or hear you within 30'.
Spring Away
You may grant this Talent Die to an ally as a bonus action. This Talent Die may be spent as a bonus action by the ally to add the result rolled to their AC against Attacks of Opportunity until the start of their next turn.
Skillful
You may grant this Talent Die to an ally as an action. This Talent Die is spent as part of an ability check, without any further action required, and is added to the total score.
Hit 'Em Where It Hurts!
You may grant this Talent Die to an ally as a bonus action. This Talent Die is spent as part of a successful attack, without any further action required, and is added to the damage roll.
Dampen
You may grant this Talent Die to an ally as a bonus action. This Talent Die is spent as a reaction to reduce damage from a single instance of damage equal to the amount rolled, to a minimum of 0.
Knacks
At level two, you gain two Knacks. These are special abilities you've developed after research and contemplation. You unlock more Knacks as you gain levels in this class, as shown on the table above. You may trade one Knack for any other Knack you qualify for when you level up. You may also trade a single Knack by taking a week of study.
Archetype
At level three, decide whether you wish to be a Student Of War or a Researcher. This grants you features at levels three, seven, thirteen, and eighteen.
Ability Score Improvements
At levels four, eight, twelve, sixteen, and nineteen, you increase any two ability scores by one, or any one ability score by two. You cannot increase an ability score above your maximum using this.
Improved Talent
At level five, your skill with Talent Dice improves. You may now use it at up to 60', and gain the following new options.
Defend
You may grant this Talent Die to an ally as an action. This Talent Die may be spent as a bonus action, and adds the roll to the ally's AC until the end of their next turn.
Taunt
You may force an enemy to make an Intelligence save against this Talent Die as an action. If the save is failed, they must subtract the Talent Die's roll from any attack roll they make or from the save DC of any ability that forces a save that does not include you as a target, until the start of your next turn.
Precision
You may grant this Talent Die to an ally as a bonus action. This Talent Die is spent as part of an attack roll, without any further action required, and adds to the attack roll.
Preserve
You may grant this Talent Die to an ally as a bonus action. This Talent Die may be spent as a reaction to add the result rolled to a saving throw.
Skilled
At level nine, gain proficiency in any three skills.
Guarded Psyche
At level ten, you gain proficiency in Charisma saves. If you already had proficiency in them, you gain proficiency in either Intelligence or Wisdom saves.
Reliable Talent
At level eleven, whenever you make an ability check that adds your proficiency modifier to it, treat any result of 9 or less on the die as a 10 instead.
Greater Talent
At level eleven, your skill with Talent Dice improves further. Your range increases to 90', you unlock new options, and you may now perform an additional Talent as part of an action or bonus action used to grant a Talent Die. You may only perform an extra Talent once per turn, for a maximum of three Talent Dice given in one turn (one as a bonus action, one as an action, and one bonus).
Scholarly Refutation
You may use this Talent Die as a reaction, when a creature within 60' of you and visible casts a spell. You cast Counterspell from a slot equal to half the result of the Talent Die roll, rounding down to a minimum of 0, using Intelligence as your casting score. Note this can let you cast Counterspell below its normal lowest level-when doing so, it automatically counters only spells equal to or less than the slot level, with Cantrips being counted as a 0th level spell.
You may only use this Talent a number of times equal to your proficiency bonus. You regain expended uses whenever you complete a rest.
Hit 'Em Harder!
You may grant this Talent Die to an ally as a bonus action. This Talent Die may be spent as a bonus action to add the result rolled to every damage roll made this turn.
Greater Dampen
You may grant this Talent Die to an ally as an action. This Talent Die may be spent as a bonus action to reduce every instance of damage taken by the amount rolled until the start of their next turn, to a minimum of 0.
Impair
You may force an enemy to make an Intelligence save against this Talent Die as an action. If they fail the save, their next saving throw is reduced by the roll of the Talent Die.
Of Sound Mind And Body
At level fourteen, you gain proficiency in Strength, Dexterity, or Constitution saves.
Perfected Talent
At level seventeen, your skills with Talent Dice is unmatched. Your range increases to 120', you unlock new options, and you may now use two Talents with each action or bonus action, instead of merely once per turn.
Greater Precision
You may grant this Talent Die to an ally as an action. This Talent Die may be spent as a bonus action to add the result rolled to all attack rolls made this turn.
Greater Preserve
You may grant this Talent Die to an ally as a bonus action. This Talent Die may be spent as a bonus action, to add the result rolled to all saves made until the end of their next turn; or as a reaction, to add to all saves made for the remainder of the turn the reaction was spent on.
Enfeeble
You may force an enemy to make an Intelligence save against this Talent Die as an action. If the save is failed, they subtract the Talent Die's roll from all d20 rolls they make on their next turn.
Scholar Supreme
At level twenty, you increase your current and maximum Intelligence by four, to a maximum of thirty; and increase any one other ability score's current and maximum by two, to a maximum of thirty.
Student Of War
Martial Aptitude
At level three, you gain proficiency in martial weapons, medium armor, and shields. Additionally, you gain three HP, and one additional HP for every level you take in this class.
Talented Attacks
At level seven, you may make a single attack as part of the action taken to use a Talent Die.
Personal Talent
At level thirteen, you may spend a Talent Die without using an action to add to your attack and/or damage roll when you make an attack with a weapon.
Offensive Recovery
At level eighteen, you may once per turn regain a Talent Die when you hit an enemy with a weapon attack.
Researcher
Sagely Oration
At level three, you may use Help as a bonus action, and may Help an ally up to 30' away.
Pinpoint Knowledge
At level seven, you may make an ability check as a bonus action to ascertain a foes weak points. This ability check uses Intelligence and adds your proficiency bonus, or uses an appropriate Intelligence-based skill (usually Arcana, Nature, or Religion) to size up your foe. The DC equals the foe's CR. For meeting the CR and for every five points you surpass it by, you and any ally that is eligible to receive a Talent Die (whether or not you have any remaining) adds +1 to their damage rolls against that class of foe.
Normally, this check must be made once for each class of enemy-meaning that, in an encounter with three goblins and two orcs, you would make one check for the goblins and one for the orcs. You may, however, choose to simply make a check using your Intelligence modifier plus your proficiency bonus against all foes.
You may only make this check once per type of foe in an encounter.
Feature
At level thirteen,
Feature
At level eighteen,
Knacks
Still WIP. Need to finish Researcher and Knacks, at a minimum.
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier
PROFICIENCIES
Armor: Light Armor
Weapons: All Simple Weapons
Tools: Any two artisan tools
Languages: Any two languages
Saving Throws: Intelligence, Wisdom
Skills: Choose any two, and then two from Arcana, History, Investigation, Nature, Religion, Insight, Medicine, and Perception
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any two weapons your are proficient in, with two copies (if thrown) or 20 pieces of ammo (if it uses ammo)
-Any simple melee weapon
-Leather Armor
-Any pack
Scholar
Level
Proficiency Bonus
Features
Knacks
Talent Dice
1st
+2
Talent, Expertise
-
1d4
2nd
+2
Knacks
2
1d4
3rd
+2
Archetype
2
2d4
4th
+2
Ability Score Improvement
2
2d4
5th
+3
Improved Talent
3
3d6
6th
+3
Expertise
3
3d6
7th
+3
Archetype Feature
3
4d6
8th
+3
Ability Score Improvement
3
4d6
9th
+4
Skilled
4
5d8
10th
+4
Guarded Psyche
4
5d8
11th
+4
Greater Talent, Reliable Talent
4
6d8
12th
+4
Ability Score Improvement
4
6d8
13th
+5
Archetype Feature
5
7d10
14th
+5
Of Sound Mind And Body
5
7d10
15th
+5
Expertise
5
8d10
16th
+5
Ability Score Improvement
5
8d10
17th
+6
Perfected Talent
6
9d12
18th
+6
Archetype Feature
6
9d12
19th
+6
Ability Score Improvement
6
9d12
20th
+6
Scholar Supreme
6
9d12
Expertise
At levels one, six, and fifteen, select two skills or tools you have proficiency in. When making a check with this skill or tool, double your proficiency bonus.
Talent
At level one, you gain a pool of Talent Dice. This starts at 1d4, and increases in both number and die size as shown on the table. Any ability that requires someone to make a saving throw against a Talen is against a DC of 8+your proficiency modifier+your Intelligence modifier. Your Talent Dice pool is set to full after the completion of any rest. Additionally, you my regain a single Talent Die by taking an action. A creature may benefit from multiple Talent Dice at one time, but no more than their proficiency bonus. (For instance, a fellow level one PC could have up to two Talent Dice actively helping them. If you were helping a fifth level PC, they could have up to three.) There is no limit to the number of negative Talent Dice that may be applied to a foe, but the Talent Dice providing a bonus or penalty to the same score do not stack. Unspent Talent Dice disappear after one minute.
At level one, you may use Talent Dice in the following ways, affecting a creature that can see or hear you within 30'.
Spring Away
You may grant this Talent Die to an ally as a bonus action. This Talent Die may be spent as a bonus action by the ally to add the result rolled to their AC against Attacks of Opportunity until the start of their next turn.
Skillful
You may grant this Talent Die to an ally as an action. This Talent Die is spent as part of an ability check, without any further action required, and is added to the total score.
Hit 'Em Where It Hurts!
You may grant this Talent Die to an ally as a bonus action. This Talent Die is spent as part of a successful attack, without any further action required, and is added to the damage roll.
Dampen
You may grant this Talent Die to an ally as a bonus action. This Talent Die is spent as a reaction to reduce damage from a single instance of damage equal to the amount rolled, to a minimum of 0.
Knacks
At level two, you gain two Knacks. These are special abilities you've developed after research and contemplation. You unlock more Knacks as you gain levels in this class, as shown on the table above. You may trade one Knack for any other Knack you qualify for when you level up. You may also trade a single Knack by taking a week of study.
Archetype
At level three, decide whether you wish to be a Student Of War or a Researcher. This grants you features at levels three, seven, thirteen, and eighteen.
Ability Score Improvements
At levels four, eight, twelve, sixteen, and nineteen, you increase any two ability scores by one, or any one ability score by two. You cannot increase an ability score above your maximum using this.
Improved Talent
At level five, your skill with Talent Dice improves. You may now use it at up to 60', and gain the following new options.
Defend
You may grant this Talent Die to an ally as an action. This Talent Die may be spent as a bonus action, and adds the roll to the ally's AC until the end of their next turn.
Taunt
You may force an enemy to make an Intelligence save against this Talent Die as an action. If the save is failed, they must subtract the Talent Die's roll from any attack roll they make or from the save DC of any ability that forces a save that does not include you as a target, until the start of your next turn.
Precision
You may grant this Talent Die to an ally as a bonus action. This Talent Die is spent as part of an attack roll, without any further action required, and adds to the attack roll.
Preserve
You may grant this Talent Die to an ally as a bonus action. This Talent Die may be spent as a reaction to add the result rolled to a saving throw.
Skilled
At level nine, gain proficiency in any three skills.
Guarded Psyche
At level ten, you gain proficiency in Charisma saves. If you already had proficiency in them, you gain proficiency in either Intelligence or Wisdom saves.
Reliable Talent
At level eleven, whenever you make an ability check that adds your proficiency modifier to it, treat any result of 9 or less on the die as a 10 instead.
Greater Talent
At level eleven, your skill with Talent Dice improves further. Your range increases to 90', you unlock new options, and you may now perform an additional Talent as part of an action or bonus action used to grant a Talent Die. You may only perform an extra Talent once per turn, for a maximum of three Talent Dice given in one turn (one as a bonus action, one as an action, and one bonus).
Scholarly Refutation
You may use this Talent Die as a reaction, when a creature within 60' of you and visible casts a spell. You cast Counterspell from a slot equal to half the result of the Talent Die roll, rounding down to a minimum of 0, using Intelligence as your casting score. Note this can let you cast Counterspell below its normal lowest level-when doing so, it automatically counters only spells equal to or less than the slot level, with Cantrips being counted as a 0th level spell.
You may only use this Talent a number of times equal to your proficiency bonus. You regain expended uses whenever you complete a rest.
Hit 'Em Harder!
You may grant this Talent Die to an ally as a bonus action. This Talent Die may be spent as a bonus action to add the result rolled to every damage roll made this turn.
Greater Dampen
You may grant this Talent Die to an ally as an action. This Talent Die may be spent as a bonus action to reduce every instance of damage taken by the amount rolled until the start of their next turn, to a minimum of 0.
Impair
You may force an enemy to make an Intelligence save against this Talent Die as an action. If they fail the save, their next saving throw is reduced by the roll of the Talent Die.
Of Sound Mind And Body
At level fourteen, you gain proficiency in Strength, Dexterity, or Constitution saves.
Perfected Talent
At level seventeen, your skills with Talent Dice is unmatched. Your range increases to 120', you unlock new options, and you may now use two Talents with each action or bonus action, instead of merely once per turn.
Greater Precision
You may grant this Talent Die to an ally as an action. This Talent Die may be spent as a bonus action to add the result rolled to all attack rolls made this turn.
Greater Preserve
You may grant this Talent Die to an ally as a bonus action. This Talent Die may be spent as a bonus action, to add the result rolled to all saves made until the end of their next turn; or as a reaction, to add to all saves made for the remainder of the turn the reaction was spent on.
Enfeeble
You may force an enemy to make an Intelligence save against this Talent Die as an action. If the save is failed, they subtract the Talent Die's roll from all d20 rolls they make on their next turn.
Scholar Supreme
At level twenty, you increase your current and maximum Intelligence by four, to a maximum of thirty; and increase any one other ability score's current and maximum by two, to a maximum of thirty.
Student Of War
Martial Aptitude
At level three, you gain proficiency in martial weapons, medium armor, and shields. Additionally, you gain three HP, and one additional HP for every level you take in this class.
Talented Attacks
At level seven, you may make a single attack as part of the action taken to use a Talent Die.
Personal Talent
At level thirteen, you may spend a Talent Die without using an action to add to your attack and/or damage roll when you make an attack with a weapon.
Offensive Recovery
At level eighteen, you may once per turn regain a Talent Die when you hit an enemy with a weapon attack.
Researcher
Sagely Oration
At level three, you may use Help as a bonus action, and may Help an ally up to 30' away.
Pinpoint Knowledge
At level seven, you may make an ability check as a bonus action to ascertain a foes weak points. This ability check uses Intelligence and adds your proficiency bonus, or uses an appropriate Intelligence-based skill (usually Arcana, Nature, or Religion) to size up your foe. The DC equals the foe's CR. For meeting the CR and for every five points you surpass it by, you and any ally that is eligible to receive a Talent Die (whether or not you have any remaining) adds +1 to their damage rolls against that class of foe.
Normally, this check must be made once for each class of enemy-meaning that, in an encounter with three goblins and two orcs, you would make one check for the goblins and one for the orcs. You may, however, choose to simply make a check using your Intelligence modifier plus your proficiency bonus against all foes.
You may only make this check once per type of foe in an encounter.
Feature
At level thirteen,
Feature
At level eighteen,
Knacks
Still WIP. Need to finish Researcher and Knacks, at a minimum.