Difference between revisions of "Occultist (Intelligence) (5A)"

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<noinclude>{{5A}}</noinclude> {{wip}}
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<noinclude>{{5A}}</noinclude>
An [[Exemplar_(5A)|Exemplar]] subclass.
 
  
''XXX.''
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This is an original [[Exemplar (5A)|Exemplar]] subclass for [[5A]].  
  
XXX
+
''—Got you! <br> Coming around the corner, there is a high wall, and on top of the wall a group of goblins. No threat if within reach, but behind cover and out of reach up there. <br>—Yahoo! <br>The man on my left suddenly shouted and whooshed through the air, landing among the goblins, engaging them while the rest of us climbed the rough rock wall. ''
  
=== 3rd Level: Focus Ability ===
+
An occultist is an adventurer that also knows a little magic. Where a wizard focuses totally on spells, an occultist is less focused on spells and compensates with skills and tricks.
 +
 
 +
=== 1st  Level: Focus Ability ===
 
Your Focus Ability is Intelligence.
 
Your Focus Ability is Intelligence.
 
You are proficient in Intelligence and Wisdom saving throws.
 
You are proficient in Intelligence and Wisdom saving throws.
  
=== 3rd Level: Occultist Proficiencies ===
+
=== 1st Level: Spellcasting ===
XXX
+
You augment your skills with the ability to cast some wizard spells.
 
 
=== 3rd Level: Occultist Identification ===
 
XXX
 
 
 
=== 3rd Level: Occultist Tricks ===
 
You can choose these tricks only available to Occultists.
 
 
 
* '''Create Instability.''' When you hit an enemy with an attack, you can use this trick to create an instability in the creature. The target must make an Intelligence saving throw, or it suffers disadvantage on all saving throws until the start of your next turn. 
 
* '''Create Opening.''' When you hit an enemy with an attack, you can use this trick to create an opening. The target must make an Intelligence saving throw, or all attacks against the creature have advantage until the start of your next turn. 
 
* '''Create Weakness.''' When you hit an enemy with an attack, you can use this trick to create a vulnerability or weaken a resistance in the target for the next minute. The target must make a Constitution saving throw. If it fails, choose one damage type. If the creature lacks resistance or immunity to the chosen damage type, it gets vulnerability to this damage. If it has resistance to this damage, it loses that resistance. The effect ends at the start of your next turn.
 
* '''Find Opportunity.''' Choose a creature you see and an immediate objective towards that creature, such as defeating, escaping, bypassing, or befriending it. You learn an action that (in the GM's estimation) would be a good way of achieving this immediate goal, and if you follow this advice, you have advantage on attack rolls or ability checks to focus this out until the start of your next turn. You can use Find Opportunity on behalf of another, in which case they get the advantage instead of you as long as they follow the recommended course of action. The suggested action is always something that can be done or at least started within the next round, but not necessarily something you are good at or eager to do.
 
 
 
=== 3rd Level: Spellcasting ===
 
When you reach 3rd level, you augment your skills with the ability to cast spells.
 
  
 
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=== Spell List ===
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''' Cantrips
Your spell list consist of selected schools of magic from the wizard spell list.
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Choose two  cantrips from the wizard spell list. You learn these cantrips.
Choose three schools of magic.
+
You learn an additional wizard cantrip of your choice at 3rd, 9th, and 15th level.
You can prepare and cast wizard spells from your chosen schools.  
+
 
You can also use scrolls of these spells.
+
'''Spellcasting Ability
 +
Intelligence is your spellcasting ability for your occultist spells, since you learn your spells through study and memorization. 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 wizard spell you cast and when making an attack roll with one.
 +
 
 +
'''Spell save DC
 +
= 8 + your proficiency bonus + your Intelligence modifier (same as your trick save ability)
 +
 
 +
'''Spell attack modifier
 +
= your proficiency bonus + your Intelligence modifier
  
==== Cantrips ====
+
=== 2nd Level: Occultist Tricks ===
You learn two cantrips of your choice from your spell list. You learn an additional wizard cantrip of your choice at 10th level.
+
You can choose these tricks only available to Occultists.
  
==== Spell Slots ====
+
* '''Distant Spell.''' When you cast a spell that has a range of touch or greater, you can use this trick to add 30 feet to the spell's range.
 +
* '''Improvised Spell.''' When you take the Cast Spell action, you can use this trick to cast any cantrip on your spell list, not just the ones you know.
 +
* '''Magic Power.''' When you cast a spell that inflicts damage, you can use this trick to add your Exemplar Die to the damage. This does not use a die from your Exemplar Dice pool.
 +
* '''Spell and Smack.''' When you use the Attack action you can, on the same turn, use a bonus action to take the Cast a Spell action to cast an occultist spell.
 +
 
 +
=== 3rd level: Spell Slots ===
 +
You gain the ability to cast spells of 1st level and higher.
 
The Occultist Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
 
The Occultist Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
  
 
For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.
 
For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.
  
==== Spells Known of 1st Level and Higher ====
+
'''Spells Known of 1st Level and Higher  
 
You know three 1st-level spells of your choice from your spell list.
 
You know three 1st-level spells of your choice from your spell list.
 
The Spells Known column of the Occultist Spellcasting table shows when you learn more spells of 1st level or higher from your spell list.  
 
The Spells Known column of the Occultist Spellcasting table shows when you learn more spells of 1st level or higher from your spell list.  
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from your spell list.  
+
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from your spell list.
 
 
==== Spellcasting Ability ====
 
Intelligence is your spellcasting ability for your occultist spells, since you learn your spells through study and memorization. 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 wizard spell you cast and when making an attack roll with one.
 
 
 
'''Spell save DC
 
= 8 + your proficiency bonus + your Intelligence modifier (same as your trick save ability)
 
 
 
'''Spell attack modifier
 
= your proficiency bonus + your Intelligence modifier
 
  
 
=== 6th Level: Occultist Dice ===
 
=== 6th Level: Occultist Dice ===
When you spend an Exemplar Die on an action to interact with, harm, observe, or defend against a creature, you learn additional information about the target.
+
You can use Exemplar Dice in new and interesting ways.
Read the Exemplar Die and learn information as given below.
 
  
# What attacks the creature has and the damage each attack.
+
* When you cast a spell that affects a single target, you can expend an Exemplar Die and affect a number of targets equal to half the die result, rounded down. Because of rounding, on a die result of 1-3, you still only affect a single target. All targets must be in range. Make a separate attack roll and/or saving throw for each target.
# What Armor Class the creature has, any reactions it can use, and what saving throws it is proficient in.
+
* You can spend a bonus action seeking occult insights. Roll an exemplar die and halve the result. You immediately learn one spell of this level or lower from the wizard spell list of a level you have spell slots. Because of rounding, on a die result of 1, you can only learn a cantrip. You retain knowledge of this spell until the start of you next long rest.
# What spells the target knows (if any). In the case of creatures that prepare spells, you learn what spell lists they can pick spells from.
+
* You can use Exemplar Dice to cast a spell as a ritual. Roll an exemplar die and halve the result. Pick a spell from the wizard spell list of this level or lower. You can immediately cast this spell once as a ritual. You cannot apply the Twin Exemplar Dice or Multiple Exemplar Dice abilities to this roll.
# What skills the target knows.
 
# The target's point of origin, native terrain, and what languages it speaks (if any).
 
# On a result of six or more, you get to chose what information you learn.
 
  
=== 10th Level: XXX ===
+
=== 10th Level: Occult Strike ===
XXX
+
You learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your current turn.
  
=== 14th Level: XXX ===
+
=== 14th Level: Control Spell ===
XXX
+
When a caster within 100 feet casts a spell, you can use a reaction to try to wrest control of that spell. The caster makes a saving throw using their casting ability against your trick saving throw DC.
 +
If they fail, they lose control of the spell.
 +
Roll a Exemplar Die, if this is equal to or lower than the level of the spell, the spell simply fails to happen. If your exemplar Die exceeds the level of the spell, you take control of the spell.
 +
You now cast the spell instead of the original caster. 
 +
This does not use up a die from your Exemplar Dice pool.
 +
You can use this at will, but once a target fails a saving throw against Control Spell, you cannot use it again until you finish a long or short rest.

Latest revision as of 17:05, 17 January 2024

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This is an original Exemplar subclass for 5A.

—Got you!
Coming around the corner, there is a high wall, and on top of the wall a group of goblins. No threat if within reach, but behind cover and out of reach up there.
—Yahoo!
The man on my left suddenly shouted and whooshed through the air, landing among the goblins, engaging them while the rest of us climbed the rough rock wall.

An occultist is an adventurer that also knows a little magic. Where a wizard focuses totally on spells, an occultist is less focused on spells and compensates with skills and tricks.

1st Level: Focus Ability

Your Focus Ability is Intelligence. You are proficient in Intelligence and Wisdom saving throws.

1st Level: Spellcasting

You augment your skills with the ability to cast some wizard spells.

Occultist Spellcasting
Exemplar
Level
Cantrips
Known
Spells
Known
Spells per Day
1 2 3 4
1st 2
2nd 2
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 4 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 5 10 4 3 2
16th 5 11 4 3 3
17th 5 11 4 3 3
18th 5 11 4 3 3
19th 5 12 4 3 3 1
20th 5 13 4 3 3 1

Cantrips Choose two cantrips from the wizard spell list. You learn these cantrips. You learn an additional wizard cantrip of your choice at 3rd, 9th, and 15th level.

Spellcasting Ability Intelligence is your spellcasting ability for your occultist spells, since you learn your spells through study and memorization. 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 wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier (same as your trick save ability)

Spell attack modifier = your proficiency bonus + your Intelligence modifier

2nd Level: Occultist Tricks

You can choose these tricks only available to Occultists.

  • Distant Spell. When you cast a spell that has a range of touch or greater, you can use this trick to add 30 feet to the spell's range.
  • Improvised Spell. When you take the Cast Spell action, you can use this trick to cast any cantrip on your spell list, not just the ones you know.
  • Magic Power. When you cast a spell that inflicts damage, you can use this trick to add your Exemplar Die to the damage. This does not use a die from your Exemplar Dice pool.
  • Spell and Smack. When you use the Attack action you can, on the same turn, use a bonus action to take the Cast a Spell action to cast an occultist spell.

3rd level: Spell Slots

You gain the ability to cast spells of 1st level and higher. The Occultist Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher You know three 1st-level spells of your choice from your spell list. The Spells Known column of the Occultist Spellcasting table shows when you learn more spells of 1st level or higher from your spell list. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from your spell list.

6th Level: Occultist Dice

You can use Exemplar Dice in new and interesting ways.

  • When you cast a spell that affects a single target, you can expend an Exemplar Die and affect a number of targets equal to half the die result, rounded down. Because of rounding, on a die result of 1-3, you still only affect a single target. All targets must be in range. Make a separate attack roll and/or saving throw for each target.
  • You can spend a bonus action seeking occult insights. Roll an exemplar die and halve the result. You immediately learn one spell of this level or lower from the wizard spell list of a level you have spell slots. Because of rounding, on a die result of 1, you can only learn a cantrip. You retain knowledge of this spell until the start of you next long rest.
  • You can use Exemplar Dice to cast a spell as a ritual. Roll an exemplar die and halve the result. Pick a spell from the wizard spell list of this level or lower. You can immediately cast this spell once as a ritual. You cannot apply the Twin Exemplar Dice or Multiple Exemplar Dice abilities to this roll.

10th Level: Occult Strike

You learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your current turn.

14th Level: Control Spell

When a caster within 100 feet casts a spell, you can use a reaction to try to wrest control of that spell. The caster makes a saving throw using their casting ability against your trick saving throw DC. If they fail, they lose control of the spell. Roll a Exemplar Die, if this is equal to or lower than the level of the spell, the spell simply fails to happen. If your exemplar Die exceeds the level of the spell, you take control of the spell. You now cast the spell instead of the original caster. This does not use up a die from your Exemplar Dice pool. You can use this at will, but once a target fails a saving throw against Control Spell, you cannot use it again until you finish a long or short rest.