Difference between revisions of "Researcher/1st"

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== Hearts ==
 
== Hearts ==
Each level you gain in this class grants you a Heart Container (or a "Hit Die"), which is a d6.  Heart Containers are used primarily during [[short rest]]s to recover {{hp}}.
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:'''Heart Containers:''' 1d6 per researcher level
 
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:'''Heart Points at 1st Level:''' 6 + {{con}} modifier
If your first class level is gained as a researcher, your maximum {{hp}} increases by 6 + your {{con}} modifier
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:'''Heart Points at Higher Levels''': 1d6 (or 4) + {{con}} modifier per researcher level after 1st.  If your 1d6 roll lands on a 1, you can re-roll the die and use the higher result.
 
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{{clear}}
Anytime you otherwise gain a level in this class, you roll d6 (or take the median of 4), then add your {{con}} modifier to that number.  Your maximimum {{hp}} increases by an amount equal to the result.  If you choose to roll the d6 and the die lands on a 1, you can re-roll until you get a result other than 1.
 
 
 
If your {{con}} modifier later increases, your maximum {{hp}} will retroactively increase.
 
  
 
== Proficiencies ==
 
== Proficiencies ==
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== Proficiency Points ==
 
== Proficiency Points ==
{{Aside|Background Alternative|Proficiency points are meant to replace the skill proficiencies and backgrounds used by official D&D classes.  If it is your DM's preference, you are instead proficient in two [[skill]]s of your choice from [[Animal Handling]], [[History]], [[Insight]], [[Medicine]], [[Nature]], [[Performance]], [[Persuasion]], and [[Religion]]. These proficiencies are in addition to the [[Arcana]] skill and any proficiencies from your background.}}
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{{Background|the [[Arcana]] skill plus two more [[skill]]s of your choice from [[Animal Handling]], [[History]], [[Insight]], [[Medicine]], [[Nature]], [[Performance]], [[Persuasion]], and [[Religion]]}}
 
If your first class level is gained as a researcher, you have a number of proficiency points equal to 3 + your {{int}} modifier.  If your Intelligence modifier permanently increases, so too do your number of proficiency points. During [[character creation]] or during [[downtime]], you can expend proficiency points to become proficient.   
 
If your first class level is gained as a researcher, you have a number of proficiency points equal to 3 + your {{int}} modifier.  If your Intelligence modifier permanently increases, so too do your number of proficiency points. During [[character creation]] or during [[downtime]], you can expend proficiency points to become proficient.   
 
* You can invest '''1 point''' to become proficient in [[History]], any [[artisan's tool]], any [[musical instrument]], water vehicles, land vehicles, or any [[language]].
 
* You can invest '''1 point''' to become proficient in [[History]], any [[artisan's tool]], any [[musical instrument]], water vehicles, land vehicles, or any [[language]].
 
* You can invest '''2 points''' to become proficient with any [[professional tool]] or in any skill from [[Animal Handling]], [[Medicine]], [[Nature]], and [[Religion]].  
 
* You can invest '''2 points''' to become proficient with any [[professional tool]] or in any skill from [[Animal Handling]], [[Medicine]], [[Nature]], and [[Religion]].  
 
* You can invest '''3 points''' to become proficient in any other [[skill]].
 
* You can invest '''3 points''' to become proficient in any other [[skill]].
 
This feature assumes you do not have a [[background]].  If you do have a background, your number of proficiency points is reduced by 6, to a minimum of 0.
 
  
 
===Retraining===
 
===Retraining===
Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new lessons.  Each time you gain a level in any class, you can forget up to 3 proficiency points' worth of items you gained with this feature.  Doing so lets you regain the points you invested.  You can then invest these points into any other items in accordance with this feature, or save them to be assigned at later levels.
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Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new lessons.  Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.
  
If you [[multiclass]], you can only re-invest points in accordance with your first class.
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If you have multiple classes, you can only re-invest points in accordance with your first class.
  
 
== Magic Meter ==
 
== Magic Meter ==
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== Spellcasting ==
 
== Spellcasting ==
{{SpellSlotAlternative|the following adjustments.{{a}}'''''Spell Slots (replaces {{inpage|Magic Meter}} or {{inpage|Magic Limit}}).''''' You initially have two 1st-level spell slots to cast researcher spells.  Starting from 2nd level, you gain spell slots at the same rate the bard, cleric, sorcerer, and wizard classes do (see [https://dnd.wizards.com/articles/features/systems-reference-document-srd SRD] or [https://dnd.wizards.com/products/tabletop-games/rpg-products/rpg_playershandbook PHB]).{{a}}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]].{{a}}For example, if you know the 1st-level spell {{Spell|Warping Step}} and have a 1st-level and a 2nd-level spell slot available, you can cast ''warping step'' using either slot.{{a}}'''''{{inpage|Powered Spells Known}}.''''' What spells you can learn with this feature are governed by your spell slots, not your Magic Limit.  You can learn any spell of 1st-level or higher that does not exceed your highest level spell slot.  Each time you gain a level in this class, you can replace one of these spells you've learned with a new spell from your [[#School of Research|school]]'s spell list if the new spell doesn't exceed your highest level spell slot.}}
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{{SpellSlotAlternative|make the following adjustments.{{a}}'''''Spell Slots (replaces Magic Meter and Magic Limit).''''' You initially have two 1st-level spell slots to cast researcher spells.  Starting from 2nd level, you gain spell slots at the same rate the bard, cleric, sorcerer, and wizard classes do (see [https://dnd.wizards.com/articles/features/systems-reference-document-srd SRD] or [https://dnd.wizards.com/products/tabletop-games/rpg-products/rpg_playershandbook PHB]).{{a}}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]].{{a}}For example, if you know the 1st-level spell {{Spell|Warping Step}} and have a 1st-level and a 2nd-level spell slot available, you can cast ''warping step'' using either slot.{{a}}'''''Powered Spells Known.''''' What spells you can learn with this feature are governed by your spell slots, not your Magic Limit, but you otherwise learn spells at the same rate.  You can learn any spell of 1st-level or higher that does not exceed your highest level spell slot.  Each time you gain a level in this class, you can replace one of these spells you've learned with a new spell from your [[#School of Research|school]]'s spell list if the new spell doesn't exceed your highest level spell slot.}}
 
As one who investigates and studies magic, you recite incantations and manipulate material components in ways that require extensive, mentally-demanding practice and memorization.
 
As one who investigates and studies magic, you recite incantations and manipulate material components in ways that require extensive, mentally-demanding practice and memorization.
  
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If you have levels in multiple spellcasting classes, your magic limit may be different, as described under [[multiclassing]].
 
If you have levels in multiple spellcasting classes, your magic limit may be different, as described under [[multiclassing]].
  
Researcher spells of 10-points or higher are particularly taxing to cast.  This is detailed under your 13th-level feature, {{inpage|Epic Spells}}.
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Researcher spells of 10-points or higher are particularly taxing to cast.  Upon casting one, you must finish a [[short rest]] before you cast another spell of 10-points or higher.
  
 
=== Spellcasting Ability ===
 
=== Spellcasting Ability ===
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For example, consider {{Spell|Fly}}, a 5-point spell.  If your Magic Limit is high enough, you can overpower it to affect multiple creatures instead of only one.
 
For example, consider {{Spell|Fly}}, a 5-point spell.  If your Magic Limit is high enough, you can overpower it to affect multiple creatures instead of only one.
  
Overpowering a researcher spell to 10-points or higher is particularly taxing, as described under your {{inpage|Epic Spells}} feature.
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Overpowering a researcher spell to 10-points or higher is particularly taxing, as described under your {{inpage|Magic Limit}} feature.
  
 
== Wise Defense ==
 
== Wise Defense ==
 
You can predict and read opponents' attacks to evade them, rather than rely primarily your reaction time or nimbleness of movement.  When you would add your {{dex}} modifier to your [[Armor Class|AC]], you can choose to add your {{wis}} modifier instead.  You cannot use this feature if you are already adding your {{wis}} modifier to your AC.</includeonly><noinclude>
 
You can predict and read opponents' attacks to evade them, rather than rely primarily your reaction time or nimbleness of movement.  When you would add your {{dex}} modifier to your [[Armor Class|AC]], you can choose to add your {{wis}} modifier instead.  You cannot use this feature if you are already adding your {{wis}} modifier to your AC.</includeonly><noinclude>
 
[[Category:Class Templates]]</noinclude>
 
[[Category:Class Templates]]</noinclude>

Latest revision as of 00:47, 22 January 2022