Template:Researcher/1st

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Heart Points

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

Proficiencies

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

Starting Items

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

Reactions

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

Magic Meter

Magic meter.png
You initially have 4 magic points, and gain 4 more magic points each time you gain a new level in this class, as shown in the researcher table.
     You must expend magic points to cast spells of 1p or higher, and to use other class features like some of your reactions.
     If you camp as long rest, you regain magic points until you have half of your maximum. If you finish downtime as a long rest, you instead regain all magic points.

Spellcasting

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


Wise Defense

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