AvatarVecna
2021-10-27, 08:37 PM
Lore Mastery Screw Bards
Starting at 2nd level, you gain expertise in any Int-based ability check you are otherwise proficient in. Additionally, because you're so smart, and knowing is half the battle, you add half your proficiency (rounded down) to all nonproficient ability checks. Finally, add your Int mod to your initiative bonus.
Spell Secrets Screw Monsters
Starting at 2nd level, you may at-will change the damage type of a spell to any other damage type of your choice. You may even do this for a damage-over-time effect, changing what damage it deals from round to round as suits your fancy.
Alchemical Casting Screw Sorcerers
Starting at 6th level, you gain access to a metamagic and wizardry points. This is exactly identical to the sorcerer's Font Of Magic and Metamagic class features, except as follows:
You get twice as many points, because your knowledge of magic makes manipulating magic easier than for some dumb idiot who got their superpowers via nepotism.
Those points are called wizardry points, obviously.
You get twice as many metamagic options as a sorcerer of the same level.
Additionally, a number of times per long rest equal to your Int mod plus your proficiency bonus, you may change the saving throw a spell requires to any save of your choice for the duration of a single casting. This requires no further action or resource expenditure on your part.
Prodigious Memory Screw Prepared Casters
Starting at 10th level, add your proficiency bonus to the number of spells you can have prepared at one time.
Master Of Magic Screw Bards 2, Electric Boogaloo
Starting at 14th level, you can learn spells from any list, whether as your free level up spells, or via scribing from scrolls and the like.
Starting at 2nd level, you gain expertise in any Int-based ability check you are otherwise proficient in. Additionally, because you're so smart, and knowing is half the battle, you add half your proficiency (rounded down) to all nonproficient ability checks. Finally, add your Int mod to your initiative bonus.
Spell Secrets Screw Monsters
Starting at 2nd level, you may at-will change the damage type of a spell to any other damage type of your choice. You may even do this for a damage-over-time effect, changing what damage it deals from round to round as suits your fancy.
Alchemical Casting Screw Sorcerers
Starting at 6th level, you gain access to a metamagic and wizardry points. This is exactly identical to the sorcerer's Font Of Magic and Metamagic class features, except as follows:
You get twice as many points, because your knowledge of magic makes manipulating magic easier than for some dumb idiot who got their superpowers via nepotism.
Those points are called wizardry points, obviously.
You get twice as many metamagic options as a sorcerer of the same level.
Additionally, a number of times per long rest equal to your Int mod plus your proficiency bonus, you may change the saving throw a spell requires to any save of your choice for the duration of a single casting. This requires no further action or resource expenditure on your part.
Prodigious Memory Screw Prepared Casters
Starting at 10th level, add your proficiency bonus to the number of spells you can have prepared at one time.
Master Of Magic Screw Bards 2, Electric Boogaloo
Starting at 14th level, you can learn spells from any list, whether as your free level up spells, or via scribing from scrolls and the like.