Researcher (archived)

From Legends of Hyrule
Revision as of 09:37, 26 April 2020 by Guy (talk | contribs)
Jump to navigationJump to search
Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

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


Table: The Researcher

Level Proficiency
Bonus
Features Cantrips
Known
Powered
Spells Known
Magic
Limit
1st +2 Magic Meter, Spellcasting, Wise Defense 2 2 2
2nd +2 School of Research 3 6 2
3rd +2 3 7 3
4th +2 Improvement 3 9 4
5th +3 4 10 5
6th +3 School feature 4 12 5
7th +3 Studied Skill 4 13 6
8th +3 Improvement 5 15 6
9th +4 5 16 7
10th +4 School feature 5 18 8
11th +4 5 19 9
12th +4 Improvement 5 21 9
13th +5 Magic Sense 5 22 10
14th +5 School feature 5 24 10
15th +5 Spell Resistance 5 25 11
16th +5 Improvement 5 26 11
17th +6 5 28 12
18th +6 School feature 5 29 13
19th +6 Improvement 5 31 14
20th +6 School feature 5 33 14

In Hyrule, a researcher delves into ancient tomes, libraries, ruins, and more in the search for arcane knowledge. Most often a researcher's effort comes to fruition in a wide variety of magic. Unlike a sage or scion who is gifted their supernatural powers, a researcher proactively learns, studies, and practices the esoteric art of spellcasting.
     In proper society, most researchers are considered oddballs at best and villains at worst. Their unusual practices and oddly inquisitive nature is often off-putting to common folk, but those aware of their supernatural powers have good reason to fear them.

Starting equipment

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


Hearts

Heart Containers: 1d6 per researcher level
Heart Points at 1st Level: 6 + Constitution modifier
Heart Points at Higher Levels: 1d6 (or 4) + Constitution 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.

Proficiencies

If researcher is your first class, you have proficiency with the following. These are in addition to your proficiency points.

Armor: None
Weapons: Rods, clubs, daggers, darts, staves, and slingshots
Saving Throws: Intelligence, Wisdom
Skills: Arcana

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in the Arcana skill plus two more skills of your choice from Animal Handling, History, Insight, Medicine, Nature, Performance, Persuasion, and Religion. These proficiencies are in addition to any from your Background.

If your first class level is gained as a researcher, you have a number of proficiency points equal to 3 + your Intelligence 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.

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, 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 have multiple classes, you can only re-invest points in accordance with your first class.

Magic Meter

At 1st level, you gain a number of magic points equal to your Intelligence modifier. If your Intelligence later increases, so too does your number of stamina points. Each level you gain in this class after the first, you gain more magic points as determined by your School of Research.

Your magic points are expended primarily in 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.

Spellcasting

Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, make the following adjustments.
     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 SRD or PHB).
     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 warping step and have a 1st-level and a 2nd-level spell slot available, you can cast warping step using either slot.
     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'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.

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 spell. Your magic limit is initially 2. This limit increases by 1 at every odd-numbered researcher level thereafter, at 4th level, at 10th level, and at 18th level. See the researcher table.

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. Upon casting one, you must finish a short rest before you cast another spell of 10-points or higher.

Spellcasting Ability

Intelligence is your casting ability for researcher spells, since you learn your spells through dedicated 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 spell learned through this class and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Intelligence modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Intelligence modifier.

Cantrips

You initially know two cantrips (or "unpowered spells") of your choice from the following list:

Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Blast Bolt You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Cryonis Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Mending This spell repairs a single break or tear in an object you touch.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Prestidigitation You create one of several minor magical effects.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome Razor-sharp parchment flies out to slash one or more nearby creatures.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Shocking Grasp Lightning springs from your hand to deliver a shock to a creature you try to touch.
Touch Wind You seize the air and compel it to create one of several minor effects.

Any cantrips you learn after 1st level can be drawn from the expanded spell list you gain from your School of Research. You learn another cantrip from your expanded list at 2nd level, at 5th level, and 9th level. You can use your Improvement feature to replace cantrips you know, or learn entirely new cantrips.

Powered Spells Known

At 1st level, you know two spells from the following list:

Flying Object A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Illusory Script You write a script that appears true to creatures you designate, but illusory to all other creatures.
Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.
Detect Magic Sense the presence of magic within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Grease Slick grease covers a patch of ground, potentially knocking creatures prone.
Identify You identify what spells are affecting a creature or object, or learn a magic item's properties.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Mage Armor A creature you touch gains an AC of 13 + its Dexterity modifier.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Unseen Servant Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.

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 School of Research. 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 each time you gain a level in this class. You choose which spells to learn from the list available to your School of Research. A spell you choose cannot have points exceeding the Magic Limit of your new researcher level, as shown in the researcher table.

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 schools'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 Improvement feature to learn even more powered spells.

If you are multiclassing, you only learn spells up to your researcher magic limit, not your combined 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 Magic Limit.

For example, consider 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 Magic Limit feature.

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 Dexterity modifier to your AC, you can choose to add your Wisdom modifier instead. You cannot use this feature if you are already adding your Wisdom modifier to your AC.

School of Research

When you reach 2nd level, you choose a School of Research that represents the area of study, or the type of magic, upon which you focus your efforts the most. Your choice greatly expands your spell list, allowing you to learn from a wider variety of spells than before. Your choice grants you features at 2nd level and every four levels thereafter: 6th, 10th, 14th, 18th, and 20th.

  • As a technomancer, you specialize in enhancing weapons and armor with ancient magic. Your spells often invoke force and protection more than other researchers'.
  • As a twilit, you specialize in arcane magic that was lost long ago when its practitioners were banished to the Twilight Realm.
  • As a witch, you wield versatile spells that manipulate allies and foes alike. You have relative mastery over flight, poisons, and potions.
  • As a wizzrobe, you specialize in destructive magic that draws from the elements. Your devastating spells can incinerate foes or freeze them solid.

Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your capabilities evolve 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. This cannot increase any ability score above 20 unless you have a feature that increases your ability score maximum.
  • Gain a feat of your choice.
  • Learn two new powered spells per your Spellcasting feature. The spells chosen cannot exceed your Magic Limit for this level. Gain 2 more magic points.

Each time you gain this feature, you can also replace one of your cantrips with a new one from your school's spell list.

Studied Skill

At 7th level, your further studies grant you greater expertise in a practical area of study. Choose one skill from Arcana, Engineering, History, Medicine, and Nature. You become an expert in the chosen skill: double your proficiency bonus for ability checks which use the skill.

Magic Sense

Magic has become ingrained in your mind so thoroughly it is influencing your senses. Starting from 13th level, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks to notice spells or magic effects.

You learn the detect magic spell per your Spellcasting feature, but it doesn't count against your Spells Known. If you already have learned this spell, you can instead learn another 2-point (1st-level) researcher spell you would otherwise be able to learn. You can cast detect magic without expending magic points (or a spell slot).

Spell Resistance

At 15th level, your understanding of magic enables you to resist spells with enviable ease. You have advantage on saving throws against spells and resistance to damage from spells.

Researcher Spell List

The following spells are available to all researchers. The School of Research you choose at 2nd level expands your spell list. See technomancer, twilit, witch, or wizzrobe for the respective school's expanded spell list.

Cantrips (0-points)

Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Blast Bolt You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Cryonis Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Mending This spell repairs a single break or tear in an object you touch.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Prestidigitation You create one of several minor magical effects.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome Razor-sharp parchment flies out to slash one or more nearby creatures.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Shocking Grasp Lightning springs from your hand to deliver a shock to a creature you try to touch.
Touch Wind You seize the air and compel it to create one of several minor effects.


1-point

Flying Object A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Illusory Script You write a script that appears true to creatures you designate, but illusory to all other creatures.
Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.


2-point

Detect Magic Sense the presence of magic within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Grease Slick grease covers a patch of ground, potentially knocking creatures prone.
Identify You identify what spells are affecting a creature or object, or learn a magic item's properties.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Mage Armor A creature you touch gains an AC of 13 + its Dexterity modifier.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Unseen Servant Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.


3-point

Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Gust of Wind You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Knock You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Mirror Image You create three illusory duplicates of yourself to distract attacks away from you.
Seizing Bolt A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Spider Climb A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.


4-point

Invisibility A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Sending You send a short message to any creature with which you are familiar over any possible distance.


5-point

Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Slow Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Stinking Cloud Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.


6-point

Delayed Flying Object
Dimension Door You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Greater Invisibility A creature you touch becomes invisible for 1 minute.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.


7-point

Cloudkill Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Passwall A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming Give numerous creatures an illusory disguise that lasts up to 8 hours.


8-point

Programmed Illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.


9-point

True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Project Duplicate For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.


11-point

Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.


12-point


13-point


14-point

Table: The Technomancer

Level Proficiency
Bonus
Features Cantrips
Known
Powered
Spells Known
Magic
Limit
Magic
Points
1st +2 Magic Meter, Spellcasting, Wise Defense 2 2 2 Int
2nd +2 School Proficiencies, Versatile Casting 3 6 2 Int + 3
3rd +2 3 7 3 Int + 6
4th +2 Improvement 3 9 4 Int + 9
5th +3 4 10 5 Int + 12
6th +3 Ancient Cores, War Magic 4 12 5 Int + 15
7th +3 Studied Skill 4 13 6 Int + 18
8th +3 Improvement 5 15 6 Int + 21
9th +4 5 16 7 Int + 24
10th +4 Ancient Enhancements 5 18 8 Int + 27
11th +4 5 19 9 Int + 30
12th +4 Improvement 5 21 9 Int + 33
13th +5 Magic Sense 5 22 10 Int + 36
14th +5 Swift Enhancements 5 24 10 Int + 39
15th +5 Spell Resistance 5 25 11 Int + 42
16th +5 Improvement 5 26 11 Int + 45
17th +6 5 28 12 Int + 48
18th +6 Ancient Surplus 5 29 13 Int + 51
19th +6 Improvement 5 31 14 Int + 54
20th +6 Master of the Ancient 5 33 14 Int + 57

As a technomancer, your study focuses on a specific, ancient and mostly-forgotten form of magic revolving around unique material components. This form of magic is sometimes referred to as 'technology,' hence the common name of technomancers. Those who study your craft are known under other titles as well, including arcanists, doctors, historians, machinists, professors, and tinkers.

Compared to other researchers, your magic focuses more around manipulating and transmuting objects. You can even create or enhance weapons and armor that can be utilized by your allies.

Starting equipment

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


Hearts

Heart Containers: 1d6 per researcher level
Heart Points at 1st Level: 6 + Constitution modifier
Heart Points at Higher Levels: 1d6 (or 4) + Constitution 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.

Proficiencies

If researcher is your first class, you have proficiency with the following. These are in addition to your proficiency points.

Armor: None
Weapons: Rods, clubs, daggers, darts, staves, and slingshots
Saving Throws: Intelligence, Wisdom
Skills: Arcana

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in the Arcana skill plus two more skills of your choice from Animal Handling, History, Insight, Medicine, Nature, Performance, Persuasion, and Religion. These proficiencies are in addition to any from your Background.

If your first class level is gained as a researcher, you have a number of proficiency points equal to 3 + your Intelligence 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.

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, 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 have multiple classes, you can only re-invest points in accordance with your first class.

Magic Meter

At 1st level, you gain a number of magic points equal to your Intelligence modifier. If your Intelligence later increases, so too does your number of stamina points. Each level you gain in this class after the first, you gain 3 more magic points.

Your magic points are expended primarily in 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.

Spellcasting

Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, make the following adjustments.
     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 SRD or PHB).
     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 warping step and have a 1st-level and a 2nd-level spell slot available, you can cast warping step using either slot.
     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'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.

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 spell. Your magic limit is initially 2. This limit increases by 1 at every odd-numbered researcher level thereafter, at 4th level, at 10th level, and at 18th level. See the technomancer table.

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. Upon casting one, you must finish a short rest before you cast another spell of 10-points or higher.

Spellcasting Ability

Intelligence is your casting ability for researcher spells, since you learn your spells through dedicated 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 spell learned through this class and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Intelligence modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Intelligence modifier.

Cantrips

You initially know two cantrips (or "unpowered spells") of your choice from the following list:

Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Blast Bolt You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Cryonis Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Mending This spell repairs a single break or tear in an object you touch.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Prestidigitation You create one of several minor magical effects.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome Razor-sharp parchment flies out to slash one or more nearby creatures.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Shocking Grasp Lightning springs from your hand to deliver a shock to a creature you try to touch.
Touch Wind You seize the air and compel it to create one of several minor effects.

Any cantrips you learn after 1st level can be drawn from the expanded spell list you gain from your School of Research, technomancer. You learn another cantrip from your expanded list at 2nd level, at 5th level, and 9th level. You can use your Improvement feature to replace cantrips you know, or learn entirely new cantrips.

Powered Spells Known

At 1st level, you know two spells from the following list:

Flying Object A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Illusory Script You write a script that appears true to creatures you designate, but illusory to all other creatures.
Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.
Detect Magic Sense the presence of magic within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Grease Slick grease covers a patch of ground, potentially knocking creatures prone.
Identify You identify what spells are affecting a creature or object, or learn a magic item's properties.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Mage Armor A creature you touch gains an AC of 13 + its Dexterity modifier.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Unseen Servant Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.

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 School of Research, technomancer. 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 each time you gain a level in this class. You choose which spells to learn from the list available to your School of Research, technomancer, at the bottom of this page. A spell you choose cannot have points exceeding the Magic Limit of your new researcher level, as shown in the technomancer table.

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 schools'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 Improvement feature to learn even more powered spells.

If you are multiclassing, you only learn spells up to your researcher magic limit, not your combined 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 Magic Limit.

For example, consider 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 Magic Limit feature.

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 Dexterity modifier to your AC, you can choose to add your Wisdom modifier instead. You cannot use this feature if you are already adding your Wisdom modifier to your AC.

Technomancy Proficiencies

At 2nd level, your technological studies grant you several more proficiencies.

You gain proficiency with all simple weapons, with light armor, with shields (but not heavy shields), and with bombs.

You become proficient in the Engineering skill. If you were already proficient in this skill, you can instead gain proficiency in another skill from Animal Handling, History, Medicine, Nature, and Religion.

You become proficient with tinker's tools. If you are already proficient, you can instead gain proficiency in any one artisan's tool.

Versatile Casting

At 2nd level, you learn to cast spells with nimble ease. You can perform the somatic components of your researcher spells even when you have objects in one or both hands.

Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your capabilities evolve 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. This cannot increase any ability score above 20 unless you have a feature that increases your ability score maximum.
  • Gain a feat of your choice.
  • Learn two new powered spells per your Spellcasting feature. The spells chosen cannot exceed your Magic Limit for this level. Gain 2 more magic points.

Each time you gain this feature, you can also replace one of your cantrips with a new one from your school's spell list.

Ancient Cores

At 6th level, you learn to enhance weapons, armor, or other objects with arcane technology that draws upon your knowledge and your own magic reserves. You have a number of ancient cores equal to your Intelligence modifier (minimum 1 core). An ancient core is a manifestation of your magic, which is formless unless it is applied to another item.

Over a long rest, you can work with an object using your tinker's tools to place one of your cores into the object, giving it a bonus and consuming the core.

  • If you enhance a simple or martial weapon, it gains a +1 bonus to attack and damage rolls made with that weapon.
  • If you enhance armor other than a shield, it grants its wearer a +1 bonus to AC (but cannot be used to exceed an AC of 25 before applying a shield).
  • If you enhance a shield, it grants its wearer a +1 bonus to AC in addition to the shield's normal bonus. Any object you enhance becomes magical.

The maximum cores you can place in a single object is initially 1, but this limit increases by 1 every four levels as shown in the technomancer table: 2 cores at 10th level, 3 cores at 14th level, and 4 cores at 18th level.

Although you can enhance an object that is already magical, you cannot increase its bonus to by higher than your core limit. A knight's weapon for example has a +1 bonus, so you couldn't increase this bonus to +2 until you reached 10th level, but doing so would only require one core instead of two.

You can choose to regain any or all of your cores at any time, over any distance, as an action. Doing so ends the bonus or enhancement provided by those cores.

Weapon'gineering

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, you can cast a technomancer cantrip in place of one of those attacks (but not in place of both attacks).

As your level increases, when you cast more powerful technomancer spells in place of this cantrip. From 10th level onward, you can cast a spell of 2-points or fewer (1st level or lower). From 14th level on, a spell up to 3-points (up to 2nd level). From 18th level, a spell up to 4-points. From 20th level, a spell up to 5-points (3rd level). This is summarized in the Technomancer Table.

Studied Skill

At 7th level, your further studies grant you greater expertise in a practical area of study. Choose one skill from Arcana, Engineering, History, Medicine, and Nature. You become an expert in the chosen skill: double your proficiency bonus for ability checks which use the skill.

Ancient Enhancements

Starting from 10th level, your gain four more ancient cores (equaling 4 + your Intelligence modifier). From now on you can also place up to 2 cores into a single object.

You become able to dynamically apply cores. Whenever you apply a core, you can apply an enhancement you have learned instead of the normal bonus provided by the prerequisite number of cores. This benefit replaces the bonus your cores would normally give to weapons and armor. The Flame Weapon enhancement for example costs 2 cores, so adding this enhancement to a a weapon would still require you to add at least 2 cores, and those two cores wouldn't provide their default benefit of +2 to attack and bonus rolls.

You learn three 1-core or 2-core enhancements from the following list. Click an enhancement's name to see more details regarding it.

Enhancement Core(s) Type Summary
%PAGE% 4 any item A specified ability score of the wearer or wielder becomes equal to 19 if it would otherwise be lower.
%PAGE% 1 weapon Wielder gains +1 bonus to attack rolls with this weapon, and scores a critical hit when the d20 lands on an 18 or higher.
%PAGE% 2 weapon (simple or martial melee) Attacks with the weapon deal extra fire damage and can ignite, but the weapon has limited charges.
%PAGE% 3 weapon (simple or martial melee) Attacks with the weapon deal extra cold damage and can petrify, but the weapon has limited charges.
%PAGE% 1 armor Wearer's heart point maximum increases by 1 per level.
%PAGE% 1 any item Wearer adds a d8 bonus die to one specified type of saving throw.
%PAGE% 2 armor The wearer gains resistance to one specified damage type.
%PAGE% 4 weapon (simple or martial melee) Attacks with the weapon deal extra lightning damage and can paralyze, but the weapon has limited charges.
%PAGE% 2 weapon (any melee) The wielder adds a bonus die to spell attack rolls.

You can add multiple enhancements or bonuses to one object, but cannot add the same enhancement to the same object multiple times unless stated otherwise.

Each time you gain a level in this class, you can forget one of the enhancements you know to learn a new one in its place. If you forget an enhancement, all objects using that enhancement lose it, and you regain any cores you've invested with that enhancement. The new enhancement can be 3-core starting from 14th level, and 4-core starting from 18th level.

Magic Sense

Magic has become ingrained in your mind so thoroughly it is influencing your senses. Starting from 13th level, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks to notice spells or magic effects.

You learn the detect magic spell per your Spellcasting feature, but it doesn't count against your Spells Known. If you already have learned this spell, you can instead learn another 2-point (1st-level) researcher spell you would otherwise be able to learn. You can cast detect magic without expending magic points (or a spell slot).

Swift Enhancements

Starting from 14th level, you gain 4 more ancient cores (now equal to 8 + your Intelligence modifier).

From now on, you can also apply up to 3 cores to a single object. You learn three more enhancements at this level, each of which can be up to 3-cores.

You can now enhance any number of objects over a short or long rest, instead of only a long rest.

Spell Resistance

At 15th level, your understanding of magic enables you to resist spells with enviable ease. You have advantage on saving throws against spells and resistance to damage from spells.

Ancient Surplus

Starting from 18th level, you gain 4 more ancient cores (now equal to 12 + your Intelligence modifier).

From now on you can place up to 4 cores into a single object, and can learn 4-core enhancements by replacing old enhancements per your Ancient Enhancements feature.

Master of the Ancient

At 20th level, your mastery of arcane magic and ancient history reaches its zenith. You learn every enhancement from your Ancient Enhancements list, and can apply any of them while you have cores to spare.

From now on, you have advantage on all Intelligence (Engineering) checks, all Intelligence (History) checks, and all Intelligence checks made to recall lore about constructs.

Technomancer Spell List

The following spells are available to all technomancers.

Cantrips (0-points)

Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Beamos Your eyes project a beam of searing energy, dealing more damage if you haven't moved since the start of your last turn.
Blast Bolt You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Cryonis Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Lightning Field An electrical field sweeps around you, forcing creatures within 5 feet of you to succeed on a Dex save or take lightning damage.
Luminous Lure A creature must make a Charisma saving throw or be pulled 10 feet towards you, then take 1d8 radiant damage if it is within 5 feet of you.
Magnesis You gain control of one object that is made mostly or entirely of iron in range that you can see, and levitate it at will.
Mending This spell repairs a single break or tear in an object you touch.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Power Beam You launch a beam of force from your melee weapon to attack from afar.
Prestidigitation You create one of several minor magical effects.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome Razor-sharp parchment flies out to slash one or more nearby creatures.
Remote Bomb You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Sever Separate matter at its most fundamental level, dealing 1d12 slashing damage to a creature or object within 10 feet. Damage to an object is doubled.
Shocking Grasp Lightning springs from your hand to deliver a shock to a creature you try to touch.
Touch Wind You seize the air and compel it to create one of several minor effects.
Transmute Weapon Your touch transforms a weapon into a different but similar kind of weapon.


1-point

Flying Object A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Igniting Impact Use your bonus action to ignite a creature you've already hit with a melee attack this turn.
Illusory Script You write a script that appears true to creatures you designate, but illusory to all other creatures.
Muffle
Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.


2-point

Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Detect Magic Sense the presence of magic within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Grease Slick grease covers a patch of ground, potentially knocking creatures prone.
Identify You identify what spells are affecting a creature or object, or learn a magic item's properties.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Mage Armor A creature you touch gains an AC of 13 + its Dexterity modifier.
Magic Missile Three darts of magical force hit their targets without err, each dealing 1d4 + 1 damage.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Remote Bomb+ You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
Unseen Servant Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.
Waver Your reaction imposes disadvantage on attack rolls targeting you.


3-point

Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Darkvision A creature you touch gains darkvision for 8 hours.
Gust of Wind You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Hearty A creature you touch gains temporary heart points equal to 1d10 + your spellcasting ability modifier for the duration, or until you cast this spell again.
Heat Metal A manufactured metal object in range intensely heats, damaging any creature on contact with it.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Knock You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Magic Lock You seal a door, window, chest, or other entrywat with a magic lock that is particularly difficult to break or force open.
Magic Mouth You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Mirror Image You create three illusory duplicates of yourself to distract attacks away from you.
Paralyze You attempt to paralyze a creature you can see within range.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Reflecting Shield You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
Seizing Bolt A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Silence For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet.
Spider Climb A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.
Spiritual Weapon Use your bonus action to summon and attack with a spectral weapon.
Stasis You freeze an unattended object for 1 round. Any damage it takes is built up as momentum.


4-point

Invisibility A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Sending You send a short message to any creature with which you are familiar over any possible distance.
Water Walk Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.


5-point

Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Haste A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Remove Curse At your touch, all curses affecting one creature or object end.
Slow Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Stinking Cloud Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.


6-point

Delayed Flying Object
Dimension Door You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Electrified Terrain A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage.
Ethereal Bridge You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Freedom of Movement A willing creature you touch can't have its speed reduced or its movement restricted by most means for 1 hour.
Greater Invisibility A creature you touch becomes invisible for 1 minute.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Sentinel You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.
Stone Shape You touch a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.


7-point

Cloudkill Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Passwall A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Protection from Projectiles A creature you touch gains resistance to ranged attacks for up to 1 hour.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming Give numerous creatures an illusory disguise that lasts up to 8 hours.


8-point

Flash Freeze Creatures in a 20-foot cube take cold damage and may be petrified for up to 1 minute.
Guardian Laser You charge up an extremely powerful beam of radiant energy, then shoot it at a target during your next turn.
Programmed Illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.
Radiant Weapon A weapon you touch deals an extra 2d10 radiant damage for up to 1 hour.


9-point

Blade Barrier Create a wall energy-blades up to 100 feet long and 20 feet wall which slashes creatures that are inside it or pass through it.
True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Din's Javelin You hurl a divine javelin up to 150 feet, with a hit dealing 6d12 damage and igniting the target.
Fresh Cores Reduce your maximum magic points to create two Ancient Cores that can be used in other technomancer features.
Project Duplicate For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.
Sequester A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.


11-point

Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.


12-point

Gravity Surge You cause gravity to greatly intensify in a 50-foot radius cylinder.
Maze You banish a creature that you can see within range into a labyrinthine demirealm.
Nayru's Love A creature you touch becomes immune to damage other than psychic for up to 1 minute.


13-point

Foresight A creature you touch can see into the immediate future. For 8 hours, the target has advantage on all attack rolls, ability checks, and saving throws, etc.
Time Stop Briefly stop time for everyone but yourself.


14-point

A witch is perhaps the most versatile of researchers. Their potions are coveted for healing wounds, and their curses sought for bringing down kingdoms. Although the magic of a witch is perhaps more subtle than the flashiness of a wizzrobe or the tactile nature of a technomancer, it is easily the most versatile. Witchcraft includes a wide array of spells—far beyond simple medicines, they can cast spells to fling acid, enable flight, create illusions, heal ailments, and even twist dimensions.

Starting equipment

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


Hearts

Heart Containers: 1d6 per researcher level
Heart Points at 1st Level: 6 + Constitution modifier
Heart Points at Higher Levels: 1d6 (or 4) + Constitution 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.

Proficiencies

If researcher is your first class, you have proficiency with the following. These are in addition to your proficiency points.

Armor: None
Weapons: Rods, clubs, daggers, darts, staves, and slingshots
Saving Throws: Intelligence, Wisdom
Skills: Arcana

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in the Arcana skill plus two more skills of your choice from Animal Handling, History, Insight, Medicine, Nature, Performance, Persuasion, and Religion. These proficiencies are in addition to any from your Background.

If your first class level is gained as a researcher, you have a number of proficiency points equal to 3 + your Intelligence 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.

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, 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 have multiple classes, you can only re-invest points in accordance with your first class.

Magic Meter

At 1st level, you gain a number of magic points equal to your Intelligence modifier. If your Intelligence later increases, so too does your number of stamina points. Each level you gain in this class after the first, you gain 4 more magic points.

Your magic points are expended primarily in 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.

Spellcasting

Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, make the following adjustments.
     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 SRD or PHB).
     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 warping step and have a 1st-level and a 2nd-level spell slot available, you can cast warping step using either slot.
     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'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.

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 spell. Your magic limit is initially 2. This limit increases by 1 at every odd-numbered researcher level thereafter, at 4th level, at 10th level, and at 18th level. See the witch table.

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. Upon casting one, you must finish a short rest before you cast another spell of 10-points or higher.

Spellcasting Ability

Intelligence is your casting ability for researcher spells, since you learn your spells through dedicated 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 spell learned through this class and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Intelligence modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Intelligence modifier.

Cantrips

You initially know two cantrips (or "unpowered spells") of your choice from the following list:

Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Blast Bolt You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Cryonis Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Mending This spell repairs a single break or tear in an object you touch.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Prestidigitation You create one of several minor magical effects.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome Razor-sharp parchment flies out to slash one or more nearby creatures.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Shocking Grasp Lightning springs from your hand to deliver a shock to a creature you try to touch.
Touch Wind You seize the air and compel it to create one of several minor effects.

Any cantrips you learn after 1st level can be drawn from the expanded spell list you gain from your School of Research, witch. You learn another cantrip from your expanded list at 2nd level, at 5th level, and 9th level. You can use your Improvement feature to replace cantrips you know, or learn entirely new cantrips.

Powered Spells Known

At 1st level, you know two spells from the following list:

Flying Object A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Illusory Script You write a script that appears true to creatures you designate, but illusory to all other creatures.
Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.
Detect Magic Sense the presence of magic within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Grease Slick grease covers a patch of ground, potentially knocking creatures prone.
Identify You identify what spells are affecting a creature or object, or learn a magic item's properties.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Mage Armor A creature you touch gains an AC of 13 + its Dexterity modifier.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Unseen Servant Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.

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 School of Research, witch. 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 each time you gain a level in this class. You choose which spells to learn from the list available to your School of Research, witch, at the bottom of this page. A spell you choose cannot have points exceeding the Magic Limit of your new researcher level, as shown in the witch table.

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 schools'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 Improvement feature to learn even more powered spells.

If you are multiclassing, you only learn spells up to your researcher magic limit, not your combined 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 Magic Limit.

For example, consider 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 Magic Limit feature.

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 Dexterity modifier to your AC, you can choose to add your Wisdom modifier instead. You cannot use this feature if you are already adding your Wisdom modifier to your AC.

Witchcraft Proficiencies

At 2nd level, your witchcraft studies grant you several extra proficiencies.

You gain proficiency in the Medicine skill. If you are already proficient, you may instead gain proficiency in one skill from Animal Handling, Engineering, History, Nature, and Religion.

You also gain proficiency with brewer's supplies. If you are already proficient, you may instead gain proficiency in any artisan's tool of your choice.

Witch's Broom

Starting at 2nd level, you can use any broom as the spellcasting focus for your researcher spells. While you wield it, your Witch's Broom has the same statistics as a club, and you can perform the somatic components of your researcher spells without a free hand.

You can substitute a similar implement such as a soup ladle or a wooden stick, subject to your DM's discretion.

Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your capabilities evolve 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. This cannot increase any ability score above 20 unless you have a feature that increases your ability score maximum.
  • Gain a feat of your choice.
  • Learn two new powered spells per your Spellcasting feature. The spells chosen cannot exceed your Magic Limit for this level. Gain 2 more magic points.

Each time you gain this feature, you can also replace one of your cantrips with a new one from your school's spell list.

Ritual Casting

At 6th level, you learn to more efficiently cast certain spells. You gain the Ritual Mage feat, even if you don't met its prerequisite. If you already have this feat, you can instead gain any other feat for which you qualify.

Flying Broom

At 6th level, you learn to fly with the aid of a broom. You can use an action to gain a fly speed of 50 feet for as long as you maintain concentration (as if concentrating on a spell) and are riding astride your Witch's Broom. You concentration ends and you fall if while flying you are knocked prone, have your speed reduced to 0, or you are removed from your broom.

You can give your broom to another creature of Medium size or smaller. If they ride it, you can use your action to grant them a fly speed of 50 feet for as long as you maintain concentration and they stay on the broom. Your concentration ends and they fall if while flying they are knocked prone, have their speed reduced to 0, or are removed from your broom.

Studied Skill

At 7th level, your further studies grant you greater expertise in a practical area of study. Choose one skill from Arcana, Engineering, History, Medicine, and Nature. You become an expert in the chosen skill: double your proficiency bonus for ability checks which use the skill.

Adaptive Magic

At 10th level, you can incorporate other schools of magic into your own. You can learn any one spell from any spell list. This must be a powered spell of 5-points or lower (3rd level or lower). It does not count against your Spells Known. Whenever you cast a spell gained with this feature, you must expend 1 more magic point (or one spell slot level higher) than normal, which counts against your Magic Limit

At 14th level, you can learn a second spell from another school of research, which must be a powered spell of 7-points or fewer (5th level or lower).

Magic Sense

Magic has become ingrained in your mind so thoroughly it is influencing your senses. Starting from 13th level, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks to notice spells or magic effects.

You learn the detect magic spell per your Spellcasting feature, but it doesn't count against your Spells Known. If you already have learned this spell, you can instead learn another 2-point (1st-level) researcher spell you would otherwise be able to learn. You can cast detect magic without expending magic points (or a spell slot). Witch/14th

Spell Resistance

At 15th level, your understanding of magic enables you to resist spells with enviable ease. You have advantage on saving throws against spells and resistance to damage from spells.

Mulitasking

%PAGE% 3
%PAGE% 2
%PAGE% 3
%PAGE% 2
%PAGE% 2
%PAGE% 2
%PAGE% 3
%PAGE% 2
%PAGE% 2
%PAGE% 3
%PAGE% 3
%PAGE% 3
%PAGE% 3
%PAGE% 1
%PAGE% 3
%PAGE% 3
%PAGE% 2
%PAGE% 3

Upon reaching 18th level, you can learn two witch spells of 3-points or fewer, and they don't count against your spells known.

From now on, you can maintain some magic effects without concentration. When you cast a witch spell of 3-points (2nd-level) or lower which normally requires concentration, you need not concentrate on it. When you cast such a spell, you can choose for it to last for its full duration without your concentration, freeing you to concentrate on another effect instead.

A spell doesn't gain this benefit if you cast it with more than 3 magic points (or cast it with a spell slot higher than 2nd), nor if it's a spell which doesn't appear on the Witch Spell List. Spells which benefit from this feature appear in the adjacent table.

Your Flying Broom feature also no longer requires concentration to persist.


Masterful Learning

At 20th level, you become a library of knowledge and a pinnacle of magical research. From now on, when casting a spell you have learned with your Adaptive Magic feature, you do not need to expend extra magic points (or a higher level spell slot) to do so. At this level you also learn any one spell of 11-points (8th level) or lower from any class's spell list and cast it as if it was a researcher spell.

You also have advantage on all Intelligence (Medicine) checks and all Intelligence saving throws from now on.

You can always accurately remember any text or scripts you have read since you acquired this feature, even if it was from a language you didn't understand.

Witch Spell List

The following spells are available to all witches.

Cantrips (0-points)

Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Blast Bolt You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Bubble Blast You blow up an acidic bubble, and can either attack with it immediately for d8 damage or save it until your next turn for d12 damage.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Cryonis Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Dispirit A creature must succeed on a Charisma save or take 1d6 psychic damage, but instead takes 1d10 damage if it has full heart points.
Fire Bolt You hurl a mote of fire at a creature or object within range.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Magnesis You gain control of one object that is made mostly or entirely of iron in range that you can see, and levitate it at will.
Mending This spell repairs a single break or tear in an object you touch.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Poison Spray Fling poisonous gas or fluid at a creature within 10 feet, which must succeed on a Constitution saving throw or take poison damage.
Prestidigitation You create one of several minor magical effects.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome Razor-sharp parchment flies out to slash one or more nearby creatures.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Shocking Grasp Lightning springs from your hand to deliver a shock to a creature you try to touch.
Spook A creature must succeed on a Charisma saving throw or take psychic damage and be unable to take reactions for 1 round.
Touch Wind You seize the air and compel it to create one of several minor effects.


1-point

Flying Object A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Illusory Script You write a script that appears true to creatures you designate, but illusory to all other creatures.
Muffle
Petal Glide You are hurled 30 feet into the air, then glide for up to 1 minute.
Purify Food and Drink Remove poison and disease from food and drink within a 5-foot-radius sphere.
Silhouette
Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.


2-point

Beguile You attempt to charm a creature you can see within range.
Caustic Cauldron You drop acid on a 10-foot-circle in range, dealing gradual damage to those covered in it.
Detect Magic Sense the presence of magic within 30 feet of you.
Detect Poison and Disease Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Grease Slick grease covers a patch of ground, potentially knocking creatures prone.
Hideous Laughter A creature in range falls into fits of uncontrollable laughter, becoming prone and incapacitated for the duration.
Identify You identify what spells are affecting a creature or object, or learn a magic item's properties.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Mage Armor A creature you touch gains an AC of 13 + its Dexterity modifier.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Poe's Hand A creature you touch gains an extra arm and hand for up to 1 hour.
Regulate Water You either create, destroy, or drain water.
Sanctuary You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Unseen Servant Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.
Witch's Familiar Gain the indefinite aid of one Tiny beast.


3-point

Animal Messenger Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Brew You brew medicine that can be used to restore heart points, stamina points, or magic points.
Calm Emotions You attempt to suppress strong emotions of a group of creatures.
Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Darkvision A creature you touch gains darkvision for 8 hours.
Dead Hands Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it.
Gust of Wind You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Knock You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Lesser Restoration You touch a creature and can end either one disease or one lesser condition afflicting it.
Magic Lock You seal a door, window, chest, or other entrywat with a magic lock that is particularly difficult to break or force open.
Magic Mouth You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Mirror Image You create three illusory duplicates of yourself to distract attacks away from you.
Paralyze You attempt to paralyze a creature you can see within range.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Ray of Enfeeblement The target deals only half damage with weapon attacks that use Strength for up to 1 minute.
Seizing Bolt A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Silence For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet.
Spider Climb A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.
Spike Growth A 20-foot radius of ground grows spikes, dealing 2d4 piercing damage for every 5 feet of movement a creature travels through it.
Web You conjure a mass of webbing that restrains creatures caught in it.


4-point

Control Beast You attempt to control a beast to do your bidding for up to 1 minute.
Invisibility A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Knock-Out Brew The stench of your special brew renders a creature unconscious if it fails a Constitution save.
Magic Touch Your touch restores magic points or stamina points to another creature.
Sending You send a short message to any creature with which you are familiar over any possible distance.


5-point

Beast Shape Transform into a beast of your choice for 1 hour.
Bestow Curse At your touch, you afflict a creature with a debilitating curse.
Clairvoyance You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fear Each creature in a 30-foot cone must succeed on a Wis save or become frightened of you for up to 1 minute.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Haste A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Remove Curse At your touch, all curses affecting one creature or object end.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.
Slow Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Sphere of Death A 40-foot radius sphere emerges from a point within 150 feet, dealing 6d6 necrotic damage to creatures that fail a Constitution saving throw.
Stinking Cloud Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.
Tiny Hut
Water Breathing Grant up to ten creatures the ability to breathe underwater for 24 hours.


6-point

Blight Necromantic energy washes over a creature of your choice that you can see within range.
Delayed Flying Object
Dimension Door You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Greater Invisibility A creature you touch becomes invisible for 1 minute.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Polymorph Transform a creature in range into a beast for up to 1 hour.


7-point

Cloudkill Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Contagion You poison and then disease a creature you touch.
Passwall A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming Give numerous creatures an illusory disguise that lasts up to 8 hours.


8-point

Programmed Illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.


9-point

Mergewall You transform a creature into a painting, merging it into a nearby wall.
True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Project Duplicate For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.
Sequester A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.


11-point

Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Antipathy or Sympathy You cause a certain type of creature to be attracted or repelled to a specific object.
Control Weather You take control of the weather within 5 miles of you for the duration.


12-point

Feeblemind A creature must succeed on an Intelligence saving throw or have its Intelligence and Charisma scores reduced to 1 indefinitely.
Maze You banish a creature that you can see within range into a labyrinthine demirealm.


13-point

Foresight A creature you touch can see into the immediate future. For 8 hours, the target has advantage on all attack rolls, ability checks, and saving throws, etc.
Imprisonment You create a magical restraint to hold a creature that you can see within range, permanently.
True Polymorph Transform any object or creature into any other object or creature, permanently.
True Resurrection Taking an hour and 250,000 rp worth of diamonds, you bring back to life any creature that has died within the past 200 years.


14-point

Table: The Wizzrobe

Level Proficiency
Bonus
Features Cantrips
Known
Powered
Spells Known
Magic
Limit
Magic
Points
1st +2 Magic Meter, Spellcasting, Wise Defense 2 2 2 Int
2nd +2 Elemental Affinity 3 6 2 Int + 5
3rd +2 3 7 3 Int + 10
4th +2 Improvement 3 9 4 Int + 15
5th +3 4 10 5 Int + 20
6th +3 Wizzwarp 4 12 5 Int + 25
7th +3 Studied Skill 4 13 6 Int + 30
8th +3 Improvement 5 15 6 Int + 35
9th +4 5 16 7 Int + 40
10th +4 Blas Magic 5 18 8 Int + 45
11th +4 5 19 9 Int + 50
12th +4 Improvement 5 21 9 Int + 55
13th +5 Magic Sense 5 22 10 Int + 60
14th +5 Elemental Paragon, Weather Permeation 5 24 10 Int + 65
15th +5 Spell Resistance 5 25 11 Int + 70
16th +5 Improvement 5 26 11 Int + 75
17th +6 5 28 12 Int + 80
18th +6 Piercing Magic 5 29 13 Int + 85
19th +6 Improvement 5 31 14 Int + 90
20th +6 Master Wizzrobe 5 33 14 Int + 95

A wizzrobe is one who delves into the depths of the most destructive magic; one who cares for little other than the utter obliteration of her foes at the tendrils of fire, frost, or lightning. The deeper one dives into this school, or so they say, the less empathy and sanity remains inside you. Indeed, the very term "wizzrobe" has become so attributed to the wanton destruction that few hylians even realize not all wizzrobes are literally evil monsters.

As the name suggests, a wizzrobe often wears a robe with a hood or other headgear that conceals its face. This is most often done to conceal the wizzrobe’s identity, due to the negative connotation wizzrobes as a whole have received. Some wizzrobes choose to wear hooded robes out of tradition rather than shame, and others still eschew these garments altogether.

Starting equipment

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


Hearts

Heart Containers: 1d6 per researcher level
Heart Points at 1st Level: 6 + Constitution modifier
Heart Points at Higher Levels: 1d6 (or 4) + Constitution 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.

Proficiencies

If researcher is your first class, you have proficiency with the following. These are in addition to your proficiency points.

Armor: None
Weapons: Rods, clubs, daggers, darts, staves, and slingshots
Saving Throws: Intelligence, Wisdom
Skills: Arcana

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in the Arcana skill plus two more skills of your choice from Animal Handling, History, Insight, Medicine, Nature, Performance, Persuasion, and Religion. These proficiencies are in addition to any from your Background.

If your first class level is gained as a researcher, you have a number of proficiency points equal to 3 + your Intelligence 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.

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, 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 have multiple classes, you can only re-invest points in accordance with your first class.

Magic Meter

At 1st level, you gain a number of magic points equal to your Intelligence modifier. If your Intelligence later increases, so too does your number of stamina points. Each level you gain in this class after the first, you gain 5 more magic points.

Your magic points are expended primarily in 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.

Spellcasting

Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, make the following adjustments.
     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 SRD or PHB).
     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 warping step and have a 1st-level and a 2nd-level spell slot available, you can cast warping step using either slot.
     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'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.

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 spell. Your magic limit is initially 2. This limit increases by 1 at every odd-numbered researcher level thereafter, at 4th level, at 10th level, and at 18th level. See the wizzrobe table.

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. Upon casting one, you must finish a short rest before you cast another spell of 10-points or higher.

Spellcasting Ability

Intelligence is your casting ability for researcher spells, since you learn your spells through dedicated 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 spell learned through this class and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Intelligence modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Intelligence modifier.

Cantrips

You initially know two cantrips (or "unpowered spells") of your choice from the following list:

Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Blast Bolt You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Cryonis Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Mending This spell repairs a single break or tear in an object you touch.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Prestidigitation You create one of several minor magical effects.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome Razor-sharp parchment flies out to slash one or more nearby creatures.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Shocking Grasp Lightning springs from your hand to deliver a shock to a creature you try to touch.
Touch Wind You seize the air and compel it to create one of several minor effects.

Any cantrips you learn after 1st level can be drawn from the expanded spell list you gain from your School of Research, wizzrobe. You learn another cantrip from your expanded list at 2nd level, at 5th level, and 9th level. You can use your Improvement feature to replace cantrips you know, or learn entirely new cantrips.

Powered Spells Known

At 1st level, you know two spells from the following list:

Flying Object A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Illusory Script You write a script that appears true to creatures you designate, but illusory to all other creatures.
Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.
Detect Magic Sense the presence of magic within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Grease Slick grease covers a patch of ground, potentially knocking creatures prone.
Identify You identify what spells are affecting a creature or object, or learn a magic item's properties.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Mage Armor A creature you touch gains an AC of 13 + its Dexterity modifier.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Unseen Servant Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.

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 School of Research, wizzrobe. 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 each time you gain a level in this class. You choose which spells to learn from the list available to your School of Research, wizzrobe, at the bottom of this page. A spell you choose cannot have points exceeding the Magic Limit of your new researcher level, as shown in the wizzrobe table.

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 schools'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 Improvement feature to learn even more powered spells.

If you are multiclassing, you only learn spells up to your researcher magic limit, not your combined 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 Magic Limit.

For example, consider 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 Magic Limit feature.

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 Dexterity modifier to your AC, you can choose to add your Wisdom modifier instead. You cannot use this feature if you are already adding your Wisdom modifier to your AC.

Elemental Affinity

Most wizzrobes specialize in casting a specific type of offensive magic. At 2nd level, choose one affinity from Fire Wizzrobe, Ice Wizzrobe, Electrobe, Gale Wizzrobe, Sandrobe, and Summoner.

Several of these affinities add a bonus die to spell attack rolls. If different features add bonus dice to your attack rolls, they don't combine. Add only the highest.

Fire Wizzrobe

  • If you cast any spell that deals fire damage, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
  • You have resistance to fire damage, and you cannot be ignited. If you already have fire resistance due to your race, you instead gain resistance to acid damage.
  • You have vulnerability to cold damage.
  • At 10th level you become a Meteo Wizzrobe. From this point onward whenever you cast a spell that deals fire damage, you add your Intelligence modifier to one damage roll of that spell.

Ice Wizzrobe

  • If you cast any spell that deals cold damage, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
  • You have resistance to cold damage. If you already have cold resistance due to your race, you instead gain resistance to acid damage.
  • Your speed is doubled when you move across slippery ice, and your weight doesn't add to thin ice unless you want it to.
  • You cannot be petrified by any spell or effect that also deals cold damage.
  • You have vulnerability to fire damage.
  • At 10th level you become a Blizzrobe. From this point onward whenever you cast a spell that deals cold damage, you add your Intelligence modifier to one damage roll of that spell.

Electrobe

  • If you cast any spell that deals lightning damage, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
  • You have resistance to lightning damage. If you already have lightning resistance due to your race, you instead gain resistance to acid damage.
  • You cannot be stunned or paralyzed by any spell or effect that also deals lightning damage.
  • You have vulnerability to thunder damage.
  • At 10th level you become a Stormrobe. From this point onward whenever you cast a spell that deals lightning damage, you add your Intelligence modifier to one damage roll of that spell.

Gale Wizzrobe

  • You have resistance to thunder damage. If you already have thunder resistance due to your race, you instead gain resistance to acid damage.
  • You can ignore the effects of high altitude, strong winds, and heavy precipitation.
  • You have vulnerability to lightning damage.
  • If you cast any spell that forces a creature to move or be knocked prone on a failed save, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
  • At 10th level you become a Hurricane. From this point onward whenever you cast a spell that benefits from your DC increase or d4 bonus die, you also add Intelligence modifier to one damage roll of that spell if it has one.

Sandrobe

This page or section is incomplete, and will eventually be expanded with more information.
  • You have resistance to poison damage, and cannot be poisoned. If you already have poison resistance due to your race, you instead gain resistance to acid damage.
  • If you cast a spell from the adjacent list, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
  • You can ignore the effects of quicksand, extreme heat, and extreme cold. You automatically succeed on any ability check to pull a creature out of quicksand.
  • You have vulnerability to thunder damage.
  • At 10th level you become a Sandstorm. From this point onward...

Summoner

This page or section is incomplete, and will eventually be expanded with more information.
  • After you cast a conjuration spell that summons a creature, add a d4 bonus die to attack rolls made by that creature. If you summon multiple creatures with one spell, you decide which one gains this benefit.
  • While concentrating on any conjuration spell that summons a creature, you have advantage on any saving throw made to maintain concentration.
  • You can identify on sight whether or not a creature was summoned by a spellcaster. You also have advantage on any Intelligence check made to recall lore about such creatures.
  • You have resistance to psychic damage. If you already have psychic resistance due to your race, you instead gain resistance to acid damage.
  • You have vulnerability to necrotic damage.
  • At 10th level you become a Grand Summoner. From this point onward, whenever you summon a creature with a spell, the creature's maximum hit points increase by an amount equal to your Intelligence score.


Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your capabilities evolve 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. This cannot increase any ability score above 20 unless you have a feature that increases your ability score maximum.
  • Gain a feat of your choice.
  • Learn two new powered spells per your Spellcasting feature. The spells chosen cannot exceed your Magic Limit for this level. Gain 2 more magic points.

Each time you gain this feature, you can also replace one of your cantrips with a new one from your school's spell list.

Wizzwarp

At 6th level, you learn the warping step spell. If you already know this spell, you instead learn another 1-point (1st-level) wizzrobe spell you would otherwise be able to learn. In either case, this new spell does not count against your Spells Known.

When you cast warping step, you can cast it with 0 magic points (or without a spell slot). Overpowering this spell costs 1 additional magic point (or using a higher-level spell slot), as normal.

Studied Skill

At 7th level, your further studies grant you greater expertise in a practical area of study. Choose one skill from Arcana, Engineering, History, Medicine, and Nature. You become an expert in the chosen skill: double your proficiency bonus for ability checks which use the skill.

Magic Sense

Magic has become ingrained in your mind so thoroughly it is influencing your senses. Starting from 13th level, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks to notice spells or magic effects.

You learn the detect magic spell per your Spellcasting feature, but it doesn't count against your Spells Known. If you already have learned this spell, you can instead learn another 2-point (1st-level) researcher spell you would otherwise be able to learn. You can cast detect magic without expending magic points (or a spell slot).

Elemental Paragon

At 14th level, the damage resistance granted by your affinity becomes damage immunity.

Control Weather

At 14th level, your raw elemental power is so great it affects the climate in your immediate vicinity. You learn the control weather spell and it does not count against your spells known. You can cast this spell even if it exceeds your magic limit, casting this spell does not cost you magic points, and you can maintain control over it without concentration.

Spell Resistance

At 15th level, your understanding of magic enables you to resist spells with enviable ease. You have advantage on saving throws against spells and resistance to damage from spells.

Blast Magic

At 18th level, your magic overwhelms defenses both canny and uncanny. Any spell you cast ignores damage resistance. If a creature would be immune to the damage from one of your spells, it instead takes half the spell's damage.

Master Wizzrobe

At 20th level, you ascend to a true master of elemental magic. You gain the benefit of two more Elemental Affinities of your choice. From now on you also have advantage on all Intelligence (Arcana) checks and all Charisma (Intimidation) checks.

Wizzrobe Spell List

The following spells are available to all wizzrobes.

Cantrips (0-points)

Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Blast Bolt You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Chromatic Burst You evoke a burst of elemental energy, potentially damaging several creatures at once.
Cryonis Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Ember A grounded creature within 20 feet of you must succeed on a Constitution saving throw or take 1d6 fire damage and be ignited for 1 minute.
Fire Bolt You hurl a mote of fire at a creature or object within range.
Frost Bolt Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes.
Frostnip A creature within 30 feet must succeed on a Constitution save or take 1d8 cold damage, or 1d12 cold damage if it is missing heart points.
Ice Shard You conjure a sharp spike of ice and either wield it for a melee attack or hurl it at a creature in range.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Lightning Field An electrical field sweeps around you, forcing creatures within 5 feet of you to succeed on a Dex save or take lightning damage.
Mending This spell repairs a single break or tear in an object you touch.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Prestidigitation You create one of several minor magical effects.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome Razor-sharp parchment flies out to slash one or more nearby creatures.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Shock Bolt You sling a jolt of electricity, which might flare up to shock creatures nearby your main target.
Shocking Grasp Lightning springs from your hand to deliver a shock to a creature you try to touch.
Singe A creature within 30 feet must succeed on a Constitution save or take 1d8 fire damage; 1d12 fire damage if it's unarmored.
Static A sudden charge of electricity arcs through a creature in range, dealing damage that will spread to an adjacent creature.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.
Touch Wind You seize the air and compel it to create one of several minor effects.


1-point

Flying Object A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Icicle Conjure a icicle on a ceiling, then use your reaction to attack a creature as it moves underneath.
Illusory Script You write a script that appears true to creatures you designate, but illusory to all other creatures.
Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.
Wizzward Your reaction grants a creature minor protection against some damaging spells cast by its allies.


2-point

Craft Rod You create a fire rod, ice rod, or lightning rod.
Detect Magic Sense the presence of magic within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Flame Choke Your touch engulfs a creature in a burst of flames and knocks it prone.
Flame Vortex A cyclone of fire travels from you in a 30-foot line, dealing fire damage and igniting creatures.
Fog Cloud You create a sphere of fog within range.
Glacier Crash You drop a huge chunk of ice, shattering on a creature and dealing up to 2d12 damage to it.
Grease Slick grease covers a patch of ground, potentially knocking creatures prone.
Icy Gale Creatures within 15 feet of you take cold damage and are pushed back 10 feet.
Identify You identify what spells are affecting a creature or object, or learn a magic item's properties.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Mage Armor A creature you touch gains an AC of 13 + its Dexterity modifier.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Petite Storm A small black cloud deals lightning damage to creatures which pass under it for up to 1 minute.
Unseen Servant Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.
Wizzkick Perform a magically-enhanced flying kick through your enemies.
Zip Zap Up to three bolts leap towards creatures in range. Each bolt can deal 1d6 lightning damage and subtract 5 feet from the target's movement.


3-point

Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Elemental Barrier
Gust of Wind You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Ice Barricade You create a wall of nonmagical ice up to 10 feet tall and 30 feet across.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Knock You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Mirror Image You create three illusory duplicates of yourself to distract attacks away from you.
Scorching Ray Hurl three rays of flame at one target or several. Each ray that hits deals 2d6 fire damage.
Seizing Bolt A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Snowballs Conjure a pile of 10 snowballs that can be thrown by yourself or other creatures for ranged spell attacks that deal cold damage.
Somaria You create a 5-foot block of stone in range, then cause it to erupt in a fiery explosion within the next minute.
Spider Climb A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.
Wizzwall A creature you touch is protected with elemental energy, gaining temporary heart points that damages incoming melee attackers.


4-point

Hot Foot Your movements are wreathed in flames until the start of your next turn, boosting your speed and dealing damage to creatures you move through.
Ice Wave You conjure a wave of water into a 30-foot cone, then freeze it, damaging and restraining creatures within it.
Invisibility A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Sending You send a short message to any creature with which you are familiar over any possible distance.
Water Walk Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.


5-point

Breath of Dinraal A vortex of flames swirls forth from mouth or hands, igniting creatures in a 20-foot cone originating from you.
Call Lightning You call down a bolt of lightning to deal damage, and can do so every turn for up to 10 minutes.
Conjure Chilfos Summon one or more chilfos, icy humanoid-shaped creatures, to obey your commands.
Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fireball You erupt an explosion of flame to damage creatures in a large sphere up to 150 feet away from you.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Ice Cube At a point you choose in range, air cools so rapidly it momentarily freezes into a solid cube before shattering apart.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Sleet Storm For 1 minute, freezing rain and wind hinder movement and concentration in a 40-foot radius cylinder.
Slow Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Stinking Cloud Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.
Thunder Bolt A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose.
Water Breathing Grant up to ten creatures the ability to breathe underwater for 24 hours.


6-point

Breath of Naydra A blast of freezing breath assails a 10-foot cone in front of you, potentially freezing your enemies solid.
Delayed Flying Object
Dimension Door You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Electrified Terrain A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage.
Fire Shield For 10 minutes, a shield of hot or cold flames surround you, providing light and damaging those who hit you.
Greater Invisibility A creature you touch becomes invisible for 1 minute.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Wall of Fire Flames extend in a wall up to 60 feet long and 20 feet wide. One side of the wall incinerates creatures within 10 feet of it.


7-point

Cloudkill Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Din's Fire A sphere of flame arises around you that rapidly expands outward, engulfing your enemies.
Passwall A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming Give numerous creatures an illusory disguise that lasts up to 8 hours.
Wizzbolt Three bolts are hurled to deal 3d12 damage, with each potentially inflicting different damage and ailments.


8-point

Electric Wreath A creature is wreathed in magnetizing lightning bolts that wrap around its body.
Flash Freeze Creatures in a 20-foot cube take cold damage and may be petrified for up to 1 minute.
Incinerate The target takes up to 9d6 fire damage, and is ignited for 4d6 damage by persistant fire.
Incinerating Impacts Your bonus action enhances a weapons with fiery magic.
Programmed Illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.


9-point

Chain Lightning Create a bolt of lightning that arcs toward a target of your choice that you can see within range.
Cooling Aura Provide resistance to cold damage in an aura around you for 8 hours.
Eldin Smog Conjure a cloud of fiery smoke that deals damage and blinds creatures.
Ember Aura Provide resistance to cold damage in an aura around you for 8 hours.
Freezing Sphere A 60-foot-radius sphere explodes with cold energy, dealing immense cold damage and freez
True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Delayed Blast Fireball Create a fiery explosion that detonates either immediately or builds to an even greater explosion over a minute.
Fire Storm A storm made up of sheets of roaring flame appears in a location you choose within range.
Prismatic Spray Eight multicolored rays of light flash into a 60-foot cone originating from you, causing an array of harm to those caught in the blast.
Project Duplicate For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.
Thunder Lightning storms all around you. Creatures in a 60-foot radius take 14d6 damage on a failed save, or have as much on a success.


11-point

Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Blizzard A roar of wind and pelting snow tears through an area 120 feet wide; limit movement, diminish senses, deal cold damage.
Bombos You send out a wave of flame that circles out from you in a spiral, followed by a series of thunderous explosions.
Control Weather You take control of the weather within 5 miles of you for the duration.
Darunia's Explosive Boulder You summon a huge, explosive rock and hurl in a straight line.
Earthquake For the duration, an intense tremor rips through a region of ground you specify, shaking creatures and structures atop it.
Primordial Lightning Either devastate a creature with an almighty bolt of lightning, or empower a creature with primordial energy.


12-point

Ether The sky's power sweeps down to strike all creatures in a 60-foot radius cylinder centered on you.


13-point

Din's Fist Call down a ball of fire from the heavens to deal immense damage to creatures and structures in a 40-foot radius.
Hand of Nayru
Storm of Vengeance You create a powerful storm cloud up to a radius of 360 feet, which assails the area underneath for 1 minute.
Voice of Farore For the duration, each turn you can call down a thunderous bolt of lightning that deals immense damage and can paralyze.


14-point


The material on this page is based on content found throughout the Legend of Zelda series, which is copyright Nintendo Co., Ltd.
The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]