Difference between revisions of "Template:Researcher/1st"

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==Wise Defense==
 
==Wise Defense==
<span style="font-family:'scalysans';">You can predict and read opponents' attacks to evade them, rather than rely primarily on your reaction time or nimbleness of movement.{{a}}When you would add your {{dex}} modifier to your AC, you can choose to add your {{wis}} modifier instead. You don't benefit if you already add your Wisdom modifier to your AC due to another effect, such as with a [[champion]]’s [[Champion#Defense|unarmored defense]].</span>
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<span style="font-family:'scalysans';">You can predict and read opponents' attacks to evade them, rather than rely primarily on your reaction time or nimbleness of movement.{{a}}When you would add your {{dex}} modifier to your AC, you can choose to add your {{wis}} modifier instead. You don't benefit if you already add your Wisdom modifier to your AC due to another effect, such as with a [[champion]]’s [[Champion#Defense|unarmored defense]].</span><noinclude>
 
 
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[[Category:Class Templates]]</noinclude>
 
[[Category:Class Templates]]</noinclude>

Latest revision as of 18:03, 6 April 2024

Heart Points

Heart Dice: d4 per researcher level
Heart Points at 1st Level: 4 plus your Constitution modifier
Heart Points at Later Levels: d4 (or 3) plus your Constitution modifier. If you roll a 1 on the d4, reroll it until you roll a result other than 1.

Proficiencies

If opportunist is your initial class, you start with proficiency in the following:
      Saves: Intelligence and Wisdom
      Weapons: book, bug net, club, staff, slingshot
      Skills: You have proficiency in the Arcana skill, plus one skill of your choice from Engineering, Investigation, Lore, and Medicine.
      Choose one more skill if you have Intelligence 17 or higher. You also gain this benefit if your Intelligence score later increases to 17.

Starting Items

If this is your initial class and you're starting at 1st level, you start with the following items worn or carried.
If you prefer, you forgo these starting items and can choose your own equipment using a budget of 1000 rupees (or 4d4 × 100 rp).

Reactions

If researcher is your initial class, you can make these reactions:
      Counter Spell. If a creature you can see within 60 feet of you uses its action to cast a spell or make a spell attack, you can expend 1 magic point to interfere with the casting. The creature must succeed on a Constitution save against your Intelligence DC or lose its action with no effect. The creature doesn't lose any resource it would have consumed to cast the spell, such as magic points or a material component.
      Shield. When you take damage from a creature you can see, as a reaction you can expend 1 magic point to surround yourself in a colorful barrier that gives you resistance to all damage dealt to you by that creature until the start of your next turn. You can’t use this reaction if you’re already wielding a shield.
      Study Spell. When you witness a spell being cast, as a reaction you can make an Intelligence (Arcana) check to identify the spell as it's being cast. The DC for this check equals 10 + the spell's point cost. On a success, you not only learn the spell's effects, but you also gain advantage on any save imposed on you by this casting of the spell.

Magic Meter

Magic meter.png
You initially have 3 magic points, and gain 3 more magic points each time you gain a new level in this class, as shown in the researcher table.
     You must expend magic points to cast spells of 1p or higher, and to use other class features like some of your reactions.
     If you camp as long rest, you regain magic points until you have half of your maximum. If you finish downtime as a long rest, you instead regain all magic points.

Spellcasting

As one who investigates and studies magic, you recite incantations and manipulate material components in ways that require mentally-demanding practice and memorization.

Spellcasting Ability

Intelligence is your casting ability for researcher spells, as you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability.
      Saving Throws. When any creature makes a saving throw against any spell you cast, it's made against your Intelligence DC. Your Intelligence DC equals 8 + your PB + your Intelligence modifier. Whenever your PB or Intelligence modifier increases, your Intelligence DC increases too.
      Spell Attack Rolls. When you make a spell attack roll, you roll a d20 and add both your PB and your Intelligence modifier. A spell attack roll otherwise works just like making any other attack.

Max Spell

Multiclassing Max Spell
If you multiclass, your max spell is tracked separately for each class’s spells, but your magic points are shared between all spells.

Your max spell is the most powerful spell you can cast. Your max spell is initially 1p, meaning you can’t cast a powered spell that costs more than 1 magic point. As shown in the researcher table your max spell increases by 1 every level, until it reaches 5p at 5th level. After reaching 5p your max spell increases again only at 7th level and 9th level, becoming 6p and 7p respectively.

Cantrips

If researcher is your initial class, you initially know 2 cantrips, chosen from the options in the table below. You learn more cantrips as your level increases, as shown in the researcher table: two more at 2nd level, one more at 5th level, and finally one more at 11th level. Starting at 2nd level you can choose from cantrips provided by your school of research, in addition to the options below.

List of Starter Cantrips

Each cantrip is summarized below. Click each cantrip's name for the full effect.

This page or section is incomplete, and will eventually be expanded with more information.


Powered Spells Known

If researcher is your initial class, you know a number of 1-point spells equal to 1 + your Intelligence modifier, chosen from options in the table blow below. If your Intelligence modifier ever permanently increases, you learn another 1-point spell from these options. If researcher isn’t your initial class, you only learn 1 of these spells.

List of 1-Point Researcher Spells

Each spell is summarized below. Click each spell's name for the full effect.

This page or section is incomplete, and will eventually be expanded with more information.


More Powered Spells

Starting at 2nd level you learn spells of 2-points and higher from your chosen school of research, which are more powerful but also more taxing to cast.
     As shown in the researcher table, starting at 2nd level you learn 2 new spells. Starting at 6th level you only learn 1 new spell each level. At 12th level, you instead learn incredibly powerful wonders.
     Any new spells you learn this way must have a point-value equal to your current max spell, also shown in the researcher table.

Replacing Spells

As a downtime activity, you can replace one cantrip or powered spell you've learned from this class with another you would be able to learn. The new spell must have the same point-value as the one it replaces. Starting from 2nd level you can replace your starter cantrips with cantrips granted by your school of research, or vice versa.

Wise Defense

You can predict and read opponents' attacks to evade them, rather than rely primarily on your reaction time or nimbleness of movement.
     When you would add your Dexterity modifier to your AC, you can choose to add your Wisdom modifier instead. You don't benefit if you already add your Wisdom modifier to your AC due to another effect, such as with a champion’s unarmored defense.