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 1stIf 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 numberYour maximimum {{hp}} increases by an amount equal to the result.
 
 
 
If your {{con}} modifier later increases, your maximum {{hp}} will retroactively increase.
 
  
 
== Proficiencies ==
 
== Proficiencies ==
If researcher is your first class, you have proficiency with the following.
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If researcher is your first class, you have proficiency with the following.  These are in addition to your [[#Proficiency Points|proficiency points]].
 
:'''[[Armor]]:''' None
 
:'''[[Armor]]:''' None
 
:'''[[Weapons]]:''' [[Rod]]s, {{item|club}}s, {{item|dagger}}s, {{item|dart}}s, [[quarterstaff|stave]]s, and {{item|slingshot}}s
 
:'''[[Weapons]]:''' [[Rod]]s, {{item|club}}s, {{item|dagger}}s, {{item|dart}}s, [[quarterstaff|stave]]s, and {{item|slingshot}}s
 
:'''[[Saving throw|Saving Throws]]''':  {{int}}, {{wis}}
 
:'''[[Saving throw|Saving Throws]]''':  {{int}}, {{wis}}
 
:'''[[Skills]]''': [[Arcana]]
 
:'''[[Skills]]''': [[Arcana]]
 
=== Multiclass Proficiencies ===
 
If researcher is not your first class (see [[multiclassing]]), you instead only gain proficiency with [[rod]]s.  You do not gain any [[#Proficiency Points|proficiency points]] from researcher if it is not your first class.
 
  
 
== 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 with any [[artisan's tool]], any [[musical instrument]], water vehicles, land vehicles, or any [[language]].
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* 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]], [[History]], [[Medicine]], [[Nature]], and [[Religion]].  
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* 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]].
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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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You initially know two cantrips (or "unpowered spells") of your choice from the following list:
 
You initially know two cantrips (or "unpowered spells") of your choice from the following list:
  
{{Subclass Spell List|Technomancer|Witch|Wizzrobe|category=Cantrips}}
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{{Subclass Spell List Simple|Technomancer|Twilit|Witch|Wizzrobe|category=Cantrips}}
  
Any cantrips you learn after 1st level can be drawn from the expanded spell list you gain from your {{inpage|School of Research}}{{#if:{{{1|}}}|, {{lc:{{{1|}}}}}}}. You learn your third cantrip at 2nd level, your fourth cantrip at 5th level, and your fifth cantrip at 8th level.
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Any cantrips you learn after 1st level can be drawn from the expanded spell list you gain from your {{inpage|School of Research}}{{#if:{{{1|}}}|, {{lc:{{{1|}}}}}}}. You learn another cantrip from your expanded list at 2nd level, at 5th level, and 9th level.  You can use your [[Researcher#Improvement|Improvement]] feature to replace cantrips you know, or learn entirely new cantrips.
  
 
=== Powered Spells Known ===
 
=== Powered Spells Known ===
 
At 1st level, you know two spells from the following list:
 
At 1st level, you know two spells from the following list:
  
{{Subclass Spell List|Technomancer|Witch|Wizzrobe|category=2-point spells}}
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{{Subclass Spell List Simple|Technomancer|Twilit|Witch|Wizzrobe|category=1-point spells}}
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{{Subclass Spell List Simple|Technomancer|Twilit|Witch|Wizzrobe|category=2-point spells}}
  
 
At 2nd level, you learn four additional 1-point or 2-point spells (or "1st-level spells"). At this level, your spell list expands to include a much wider variety of spells as decided by your {{inpage|School of Research}}{{#if:{{{1|}}}|, {{lc:{{{1|}}}}}}}. You can choose to learn any of your new spells from the expanded spell list appropriate to your school.
 
At 2nd level, you learn four additional 1-point or 2-point spells (or "1st-level spells"). At this level, your spell list expands to include a much wider variety of spells as decided by your {{inpage|School of Research}}{{#if:{{{1|}}}|, {{lc:{{{1|}}}}}}}. You can choose to learn any of your new spells from the expanded spell list appropriate to your school.
  
Starting from 3rd level in this class, you learn one more powered spell at odd-numbered levels, and two powered spells at even-numbered levels. You choose which spells to learn from the list available to your {{inpage|School of Research}}{{#if:{{{1|}}}|, {{lc:{{{1|}}}}}, at the bottom of this page}}. A spell you choose cannot have points exceeding the {{inpage|Magic Limit}} of your new level, as shown in the [[#Table:The {{{1|Researcher}}}|{{lc:{{{1|Researcher}}}}} table]].
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Starting from 3rd level in this class, you learn one more powered spell each time you gain a level in this class. You choose which spells to learn from the list available to your {{inpage|School of Research}}{{#if:{{{1|}}}|, {{lc:{{{1|}}}}}, at the bottom of this page}}. A spell you choose cannot have points exceeding the {{inpage|Magic Limit}} of your new researcher level, as shown in the [[#Table:The {{{1|Researcher}}}|{{lc:{{{1|Researcher}}}}} table]].
  
Each time you gain a level in this class, you can replace one researcher spell you've learned with this feature with a new one you would be able to learn from your [[#School of Research|school]]s's spell list. The new spell cannot exceed your current Magic Limit.
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Each time you gain a level in this class, you can also replace one researcher spell you've learned with this feature with a new one you would be able to learn from your [[#School of Research|school]]s's spell list. The new spell you choose can be higher than the spell it replaces, but cannot exceed your current Magic Limit.
  
 
You can use your {{inpage|Improvement}} feature to learn even more powered spells.
 
You can use your {{inpage|Improvement}} feature to learn even more powered spells.
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=== Overpowering a Spell ===
 
=== 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}}.
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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.
 
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.
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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, such as with a monk's Unarmored Defense.</includeonly><noinclude>
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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 23:47, 21 January 2022