Difference between revisions of "Scion/4th"

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(Created page with "== Magic Meter == At 1st level, you gain a number of magic points equal to your {{cha}} modifier (minimum 0). If your {{cha}} later increases, so too does your number of...")
 
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== Magic Meter ==
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== Improvement ==
At 1st level, you gain a number of [[magic points]] equal to your {{cha}} modifier (minimum 0)If your {{cha}} later increases, so too does your number of magic points.  Each level you gain in this class after the first, you gain 2 more magic points.
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When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your capabilities improve in a fundamental but powerful wayAt these levels, choose one of the following improvements:
 
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* Increase one [[ability score]] of your choice by 2, or two ability scores by 1 eachYou cannot increase any ability score above its [[ability score maximum|maximum]] (initially 20) using this feature.
Your magic points are expended primarily in [[#Spellcasting|spellcasting]].  Normally any magic points you've expended are fully replenished when you finish a [[long rest]].  Some features and magic items can otherwise restore magic points.
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* Gain a [[feat]] of your choice.
 
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* Learn two new powered spells per your [[#Spellcasting|Spellcasting]] featureThese spells cannot exceed your [[#Magic Limit|Magic Limit]] for this levelGain 2 [[#Magic Meter|magic points]].
== Spellcasting ==
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* Learn two more [[#Cantrips|cantrips]] from your scion spell list.  Gain 2 [[#Magic Meter|magic points]].
{{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 scion spells.  Starting from 2nd level, you gain spell slots at the same rate the ranger and paladin 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|Death}} and have a 1st-level and a 2nd-level spell slot available, you can cast ''death'' using either slot.{{a}}'''''Spells Known of 1st Level and Higher (replaces {{inpage|Powered Spells Known}}).''''' You know two 1st-level spells of your choice from your [[#Progenitor|progenitor]]'s spell list.  You learn a third spell from this list at 2nd level, and one more spell at every odd-numbered scion level thereafterYou can begin to learn 2nd-level spells when you reach 5th level, learn 3rd-level spells when you reach 9th level, learn 4th-level spells when you reach 13th level, and 5th-level spells when you reach 17th level.  Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from your spell list, which also must be of a level for which you have spell slots.}}
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Additionally, you can replace one [[#Cantrips|cantrip]] you've learned from this class with a new one.<noinclude>
As an inheritor of supernatural power, you inherently know how to cast a small array of spells. Casting these spells is a talent that feels instinctive to you and grows stronger with practice.
 
 
 
=== Magic Limit ===
 
To cast a spell, you must expend a number of magic points as determined by the spell.
 
 
 
You can cast a spell up to but not exceeding your "magic limit."  Your magic limit defines the most many magic points you can expend when you cast a spellYour magic limit is initially 2.  This limit increases gradually with your level, as detailed in [[#Table: The Scion|the scion table]].
 
 
 
If you have levels in multiple spellcasting classes, your magic limit may be different, as described under [[multiclassing]].
 
 
 
=== Spellcasting Ability ===
 
{{cha}} is your spellcasting ability for your scion spells, as the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the [[saving throw]] DC for a scion spell you cast and when making an [[attack roll]] with one.
 
 
 
Your spell saving throw DC is 8 + your [[proficiency bonus]] + your {{cha}} modifier.
 
 
 
When you make a spell attack roll, you roll a d20 and add both your [[proficiency bonus]] and your {{cha}} modifier.
 
 
 
=== Cantrips ===
 
You initially know two cantrips (or "unpowered spells") of your choice from your [[progenitor]]'s spell list.  You learn a third cantrip from this list at 2nd level, and one more cantrip every four levels thereafter: 6th, 10th, 14th, and 18th.  You can use your {{inpage|Improvement}} feature to learn even more cantrips, or replace cantrips you know with new ones.
 
 
 
=== Powered Spells Known ===
 
At 1st level, you know two 2-point spells from your progenitor's spell list.  You learn a third spell from this list at 2nd level, and one more spell at every odd-numbered scion level thereafter.
 
 
 
Starting from 5th level in this class, you can instead learn spells up to but not exceeding your current {{inpage|Magic Limit}}.  At 5th level for example, you Magic Limit increases to 3, so the spell you learn at this level can be a 3-point spell or lower.
 
 
 
If you are [[multiclass]]ing, you only learn spells up to your scion magic limit, not your combined magic limit.
 
 
 
You can use your {{inpage|Improvement}} feature to learn even more powered spells.
 
 
 
Each time you gain a level in this class, you can replace one scion spell you've learned with this feature with a new one you would be able to learn from your [[#Progenitor|progenitor]]'s spell list.  The new spell cannot exceed your current {{inpage|Magic Limit}}.
 
 
 
=== Overpowering a Spell ===
 
You can cast a powered spell with more magic points than required to potentially increase its power.  This is called "overpowering" the spell.  Only some spells can be overpowered, as each spell describes.  When overpowering a spell, you still cannot expend magic points in excess of your {{inpage|Magic Limit}}.
 
 
 
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.<noinclude>
 
 
[[Category:Class Templates]]</noinclude>
 
[[Category:Class Templates]]</noinclude>

Latest revision as of 19:04, 2 December 2020

Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your capabilities improve in a fundamental but powerful way. At these levels, choose one of the following improvements:

  • Increase one ability score of your choice by 2, or two ability scores by 1 each. You cannot increase any ability score above its maximum (initially 20) using this feature.
  • Gain a feat of your choice.
  • Learn two new powered spells per your Spellcasting feature. These spells cannot exceed your Magic Limit for this level. Gain 2 magic points.
  • Learn two more cantrips from your scion spell list. Gain 2 magic points.

Additionally, you can replace one cantrip you've learned from this class with a new one.