Difference between revisions of "Arcane Adventurer (5A)"

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Most sorcerers focus on the magical abilities emerging from their sorcererous origin.  
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This is a [[Sorcerer_(5A)|Sorcerous Origin]] for [[5A]].
Not so with the arcane adventurer.
+
 
Using their magical abilities as the base, an arcane adventurer develop a well-rounded profile, a mix of magical and mundane abilities.
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''Most sorcerers focus on the magical abilities emerging from their sorcerous origin.  
 +
''Not so with the arcane adventurer.
 +
''They don't see themselves as magicians that go on adventures, they see themselves as adventurers that have the gift of magic.
 +
''Using their magic as the base, an arcane adventurer develops a well-rounded profile, a mix of magical and mundane abilities.
  
 
== Sorcerous Origin Abilities ==
 
== Sorcerous Origin Abilities ==
 
=== Adventurer Spells ===
 
=== Adventurer Spells ===
Starting at 1st level, you learn additional spells when you reach certain levels in this class depending on your chosen element, as shown on the Adventurer Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
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Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Adventurer Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
  
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination, illusion, or transmutation spell from the wizard spell list.
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Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a sorcerer spell or a divination, illusion, or transmutation spell from the wizard spell list.
 
{| class="wikitable"  
 
{| class="wikitable"  
|+'''Adventurer Spells'''
+
|+'''Arcane Adventurer Spells'''
 
 
 
|| '''Sorcerer Level''' ||valign="bottom" | '''Spells'''  
 
|| '''Sorcerer Level''' ||valign="bottom" | '''Spells'''  
 
|-
 
|-
| valign=top align=center | 1 ||valign="top"| Animal Friendship, Find Familiar
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| valign=top align=center | 1 ||valign="top"| [http://dnd5e.wikidot.com/spell:animal-friendship Animal Friendship], [http://dnd5e.wikidot.com/spell:find-familiar Find Familiar]
|-
 
| valign=top align=center | 3 ||valign="top"| Animal Messenger, Flock of Familiars
 
 
|-
 
|-
| valign=top align=center | 5 ||valign="top"| Haste, Phantom Steed
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| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:animal-messenger Animal Messenger], [http://dnd5e.wikidot.com/spell:flock-of-familiars Flock of Familiars]
 
|-
 
|-
| valign=top align=center | 7 ||valign="top"| Fabricate, Giant Insect
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| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:phantom-steed Phantom Steed], [http://dnd5e.wikidot.com/spell:tongues Tongues]
 
|-
 
|-
| valign=top align=center | 9 ||valign="top"| Dream, Insect Plague
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| valign=top align=center | 7 ||valign="top"| [http://dnd5e.wikidot.com/spell:fabricate Fabricate], [http://dnd5e.wikidot.com/spell:giant-insect Giant Insect]
 
|-
 
|-
 +
| valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:dream Dream],  [http://dnd5e.wikidot.com/spell:insect-plague Insect Plague]
 
|}
 
|}
  
 
=== Bonus Proficiencies ===
 
=== Bonus Proficiencies ===
You gain proficiency in light and medium armor, one skill of your choice,
+
You gain proficiency in light armor, one tool or vehicle of your choice,
and with the  
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and with all simple weapons.
 +
You can use a weapon you are proficient with as an arcane focus.
 +
 
 +
=== Extra Attack ===
 +
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
 +
 
 +
=== Additional Proficiencies ===
 +
At 6th level you gain proficiency with medium armor, Constitution saving throws, and with the the  
 +
blowgun,
 
hand crossbow,
 
hand crossbow,
 
longbow,
 
longbow,
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shortsword, and
 
shortsword, and
 
whip.
 
whip.
 
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If [[5A]] weapons are in use, you also gain proficiency with the
=== Extra Attack ===
+
[[Weapons_(5A)#Sword.2C_arming|Arming Sword]],
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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[[Weapons_(5A)#Bill|Bill]], and
You also gain proficiency with Constitution saving throws.
+
[[Weapons_(5A)#Sabre|Sabre]].
  
 
=== Expertise ===
 
=== Expertise ===
At 14th level, choose one of your skill, tool, or vehicle proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
+
At 14th level, choose two of your skill, tool, or vehicle proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficencies.
 
 
=== XXX ===
 
Starting at 14th level, 
 
  
=== XXXX ===
+
=== Familiar Concentration ===
At 18th level, you
+
At 18th level, when you use your familiar to deliver a spell, your familiar can maintain concentration on this spell as if the familiar was the caster.

Latest revision as of 11:22, 2 June 2022

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This is a Sorcerous Origin for 5A.

Most sorcerers focus on the magical abilities emerging from their sorcerous origin. Not so with the arcane adventurer. They don't see themselves as magicians that go on adventures, they see themselves as adventurers that have the gift of magic. Using their magic as the base, an arcane adventurer develops a well-rounded profile, a mix of magical and mundane abilities.

Sorcerous Origin Abilities

Adventurer Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Adventurer Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a sorcerer spell or a divination, illusion, or transmutation spell from the wizard spell list.

Arcane Adventurer Spells
Sorcerer Level Spells
1 Animal Friendship, Find Familiar
3 Animal Messenger, Flock of Familiars
5 Phantom Steed, Tongues
7 Fabricate, Giant Insect
9 Dream, Insect Plague

Bonus Proficiencies

You gain proficiency in light armor, one tool or vehicle of your choice, and with all simple weapons. You can use a weapon you are proficient with as an arcane focus.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Additional Proficiencies

At 6th level you gain proficiency with medium armor, Constitution saving throws, and with the the blowgun, hand crossbow, longbow, longsword, net, rapier, scimitar, shortsword, and whip. If 5A weapons are in use, you also gain proficiency with the Arming Sword, Bill, and Sabre.

Expertise

At 14th level, choose two of your skill, tool, or vehicle proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficencies.

Familiar Concentration

At 18th level, when you use your familiar to deliver a spell, your familiar can maintain concentration on this spell as if the familiar was the caster.