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	<updated>2026-05-06T12:58:08Z</updated>
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	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Bard&amp;diff=320</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Bard&amp;diff=320"/>
		<updated>2020-12-21T15:51:55Z</updated>

		<summary type="html">&lt;p&gt;ErrantryWar: /* Bard Core Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bards draw Power from a mixture of the arcane and primal energies within the emotions of themselves and others. They posses the most innate support abilities of any class, and are able to tailor their spell selections to a variety of playstyles. While all the bard archetypes further enhance their support role, their focus lies in general ally enhancement, damage, or spellcasting boons.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
: A medium/high &#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your spellcasting ability (Offensive DCs, Spells/day, and Metamagic Pool) and support maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
: A medium/high &#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save. &lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Points per level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light,Medium), Shields, Weapons (Simple, Rogue)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane/Primal Hybrid. The Bard is a spellcaster with a selection of spontaneously-cast spells.&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Reflex, Will&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Spellcasting (Level 1), Bardic Knowledge, Inspiration +1, Metamagic: Conversion&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Spellcasting (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Archetype Feature I&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spellcasting (Level 3), Inspiration +2 &lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Spellcasting (Level 4), Archetype Feature II&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Spellcasting (Level 5)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Archetype Feature III, Inspiration +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bard Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Inspiration Aura&#039;&#039;&#039; ===&lt;br /&gt;
The Bard&#039;s harmony enhances the damage of themselves and nearby allies. This consists of a 10m radius aura with the following magnitude according to Bard level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Inspiration Bonus&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bardic Knowledge&#039;&#039;&#039; ===&lt;br /&gt;
The Bard receives a Knowledge bonus equal to their class level.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Cantrips&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|4th Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|5th Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Daze|Daze]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare The Dying|Spare The Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Charm_Person|Charm Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious_Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage_Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud_of_Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Deafening Clang|Deafening Clang]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#BalagarnsIronHorn|Iron Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See_Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Silence|Silence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sound Burst|Sound Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Monster|Charm Monster]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust_of_Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wounding Whispers|Wounding Whispers]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate_Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Monster|Hold Monster]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved_Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#War Cry|War Cry]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Energy_Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ethereal Visage|Ethereal Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind_Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Storyteller&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Who doesn&#039;t like a good story?&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Call to Adventure&#039;&#039;&#039;&lt;br /&gt;
| You gain a pool of Call to Adventure charges with a maximum capacity equal to the number of allied characters within your Inspiration Aura multiplied by 10, or your Bard level multiplied by 5, whichever is lower. On targeting an ally with this feat, all charges are expended to create an effect granting +1 per 10 charges to AB, AC, Damage, Spell DCs, and an equal number of their highest Hit Dice worth of temporary hitpoints. Call to Adventure gains a charge when an ally attacks or casts a spell within your Inspiration Aura. Each ally may only contribute one charge once per round. Summons, companions, and similar allies do not charge this pool or increase its capacity. Only one Call to Adventure may be active at a time, may only be used once per round, and may only ever grant a +1 bonus to yourself. Call to Adventure gains full charges on rest.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Hero&#039;s Journey&#039;&#039;&#039;&lt;br /&gt;
| You may use Call to Adventure a second time on the recipient of your Call to Adventure, consuming a level 2 spell slot. The target receives the effects of the Haste and Freedom of Movement spells. In addition, the target gains +10 Athletics for one minute.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Thrilling Conclusion&#039;&#039;&#039;&lt;br /&gt;
| You may use Call of Adventure again on a target currently under the effects of Call of Adventure and Hero&#039;s Journey to consume one level 3 spell slot and grant the target the effects of Death Ward, Wounding Whispers, Clarity, and one extra attack per round. When this effect is applied, a burst of energy strikes all enemies within your Inspiration Aura for 10d6 Sonic damage, with a Fortitude save for half damage.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Skald&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Revel in the glory of combat!&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Striking a Chord&#039;&#039;&#039;&lt;br /&gt;
| When an ally strikes a critical hit within your Inspiration Aura, half of their total damage is struck again as Sonic damage.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Great Deeds&#039;&#039;&#039;&lt;br /&gt;
| When an ally scores a critical hit within your Inspiration Aura, all allies within it gain the effects of Haste for 3 rounds as an Extraordinary effect. The duration of Great Deeds stacks if an ally should already be under its effects.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Retelling&#039;&#039;&#039;&lt;br /&gt;
| When an ally scores a critical hit within your Inspiration Aura, any Sonic damage that was a part of that attack is reapplied to the nearest enemy to you within your Inspiration Aura. The triggering ally then receives temporary hitpoints equal to this Sonic damage total, which last for one minute.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lorekeeper&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;There are some things man was never meant to know; and others that he must.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Everyday Mysteries&#039;&#039;&#039;&lt;br /&gt;
| Allies in your Inspiration Aura receive a bonus to AC and saving throws equal to your Inspiration Bonus.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Magical Secrets&#039;&#039;&#039;&lt;br /&gt;
| Use this feat to target a spell scroll of up to third level. This consumes the scroll to create a Scroll of Secrets, a charged magical item capable of casting the spell contained within the target scroll. The Scroll of Secrets has 3 charges upon each rest, with the target spell consuming 1 charge per use. Using this feat on yourself or the Scroll of Secrets will replenish 1 charge at a cost of twice the spell&#039;s level in Metamagic. You may only have one spell from this feature at a time - using it on another spell scroll will replace the spell in your Scroll of Secrets, and reduce charges to 0. Spells cast from the Scroll of Secrets do not damage your Stability score.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Deep Lore&#039;&#039;&#039;&lt;br /&gt;
| When using an equipped magical item or your Scroll of Secrets to cast a spell, any Metamagic used to enhance that spell is refunded. Your Magical Secrets feature may also now consume up to 5th level spells.​&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ErrantryWar</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Sorcerer&amp;diff=319</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Sorcerer&amp;diff=319"/>
		<updated>2020-12-21T15:51:48Z</updated>

		<summary type="html">&lt;p&gt;ErrantryWar: /* Spell List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorcerers draw Power through intuitive means, plucking flowing Power from their surroundings into the shape of the spell the Power wants to be. They possess a smaller selection of spells than a wizard, but their mastery of metamagic allows them to get the most out of their spells for minimal resource cost. &lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Charisma&#039;&#039;&#039; is recommended for increasing spell DCs, spellcasts per day, and metamagic capacity. It also contributes to your Will save and support maneuvers such as &amp;quot;Commander Strike&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save. &lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons (Simple)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Spontaneous.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039; Sorcerers have a modest selection of Arcane spells, gaining more as they increase in level. They can change out a limited number of spells at each level up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Spellcasting Level 1, Metamagic: Conversion, Escalation, Ablation&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Font of Magic I&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Spellcasting Level 2&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Archetype Feature I, Font of Magic II&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spellcasting Level 3&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Font of Magic III&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Archetype Feature II, Spellcasting Level 4&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Font of Magic IV&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Spellcasting Level 5&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Archetype Feature III, Font of Magic V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Font of Magic&#039;&#039;&#039; ===&lt;br /&gt;
The Sorcerer&#039;s innate magical nature and ability to let Power form their spells naturally lends them the following benefits:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Metamagic Bonus&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|When you use the Conversion Metamagic feat to restore your Sorcerer spells, you convert at a rate of Spell Level + 1 instead of twice the Spell Level. In addition, if using the Empower Spell metamagic, the Sorcerer receives a refund of 1 Metamagic upon casting a spell.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Bonus Metamagic Feat&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
| +3 Metamagic Capacity&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Bonus Metamagic Feat&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| +1 Metamagic Regained on Kill&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Escalation&#039;&#039;&#039; ===&lt;br /&gt;
When a spell slot is expended, the Sorcerer regain a spell slot of one level lower than that which was spent. If the Sorcerer is at maximum capacity for that spell level, they regain Metamagic equal to that spell level instead. First level spells regain 1 Metamagic. In addition, every third spell cast restores one of the Sorcerer&#039;s highest level spell slots.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ablation&#039;&#039;&#039; ===&lt;br /&gt;
The Sorcerer fortifies themselves with arcane energy, absorbing incoming blows. While active, this feat converts 1 Metamagic into 3 temporary hit points per Sorcerer level, per second. Using this feat again halts the conversion, as does consuming the full Metamagic supply.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|4th Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|5th Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color_Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious_Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage_Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Missile|Magic Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Enfeeblement|Ray of Enfeeblement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield|Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Horizikauls_Boom|Thundering Boom]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Melfs_Acid_Arrow|Acid Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud_of_Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Combust|Combust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death_Armor|Death Armour]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gedlees_Electric_Loop|Electric Loop]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Weapon|Elemental Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghoul_Touch|Ghoul Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#BalagarnsIronHorn|Iron Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See_Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Mestils_Acid_Breath|Acid Breath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Monster|Charm Monster]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fireball|Fireball]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Arrow|Flame Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust_of_Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning_Bolt|Lightning Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection From Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scintillating_Sphere|Scintillating Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stinking_Cloud|Stinking Cloud]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vampiric_Touch|Vampiric Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Evards_Black_Tentacles|Black Tentacles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate_Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Shield|Elemental Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Monster|Hold Monster]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved_Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Isaacs_Lesser_Missile_Storm|Lesser Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|Minor Globe of Invulnerability]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal_Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall_of_Fire|Wall of Fire]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Mestils_Acid_Sheath|Acid Sheath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ball_Lightning|Ball Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloudkill|Cloudkill]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone_of_Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy_Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ethereal Visage|Ethereal Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Firebrand|Firebrand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Mind_Blank|Lesser Mind Blank]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Spell_Mantle|Lesser Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind_Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
Sorcerers currently have no archetypes.&lt;/div&gt;</summary>
		<author><name>ErrantryWar</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Wizard&amp;diff=318</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Wizard&amp;diff=318"/>
		<updated>2020-12-21T15:51:27Z</updated>

		<summary type="html">&lt;p&gt;ErrantryWar: /* Spell List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wizards draw Power through a dedicated study of known flows of Power and methodically weaving it in known patterns to form a variety of spells. They are highly adaptable spellcasters who have control over what spells are refreshed through their &#039;&#039;Revision&#039;&#039; or &#039;&#039;Arcane Focus&#039;&#039; features. Their poor base defenses are augmented by automatic wards when they take significant damage.&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Intelligence&#039;&#039;&#039; is recommended for increasing spell DCs, spellcasts per day, metamagic and maneuver capacity. It also contributes to your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save. &lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons (Simple)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Intelligence&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Memorized.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039; Wizards can learn any spell from their spell list, either through natural level ups or through the study of scrolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Spellcasting Level 1, Metamagic: Conversion, Summon Familiar, Scribe Scroll, Revision, Arcane Focus&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Contingency I&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Spellcasting Level 2&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Archetype Feature I, Contingency II&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spellcasting Level 3, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Contingency III&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Archetype Feature II, Spellcasting Level 4&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Contingency IV&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Spellcasting Level 5&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Archetype Feature III, Bonus Feat, Contingency V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wizard Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Contingency&#039;&#039;&#039; ===&lt;br /&gt;
A Wizard has magical countermeasures in place for many eventualities. The first time per rest the caster is damaged to 50% of total health, the rest of the damage from the strike that reduced the Wizard&#039;s health beyond this point is nullified, and the Wizard receives the following effects for 1 minute. This class feature does not exclude any further contingencies the Wizard may receive from other sources. This feature is also restored when slaying an opponent of &#039;&#039;Elite&#039;&#039; rating or higher.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Contingency Effects&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
|Invisibility, 5 Physical DR (Absorption 20), 10 Elemental DR (Absorption 20)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Invisibility, 10 Physical DR (Absorption 40), 20 Elemental DR (Absorption 30)&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Invisibility, 15 Physical DR (Absorption 60), 30 Elemental DR (Absorption 40)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Invisibility, 20 Physical DR (Absorption 80), 40 Elemental DR (Absorption 50)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Invisibility, 25 Physical DR (Absorption 100), 50 Elemental DR (Absorption 60)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Revision&#039;&#039;&#039; ===&lt;br /&gt;
When a Wizard casts a spell from any scroll, if they also have that spell memorized but expended, that spell memorization is refreshed. They may also use this feat to target a scroll, converting Metamagic to refresh a slot containing that spell if it is already memorized. This cost is identical to whatever the Wizard would normally spend for Conversion to restore that spell slot.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Arcane Focus&#039;&#039;&#039; ===&lt;br /&gt;
A Wizard has a pool of &#039;&#039;Arcane Focus&#039;&#039;, which they may draw from to power their spells. Activating this feat will cause their next spellcast performed from their memorized slots to restore a slot containing that spell, consuming an amount of Arcane Focus equal to the spell&#039;s level. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of Arcane Focus equal to the spell&#039;s level. This pool has a capacity equal to the Wizard&#039;s class level, is filled at rest, and is also restored by 3 whenever an enemy of &#039;&#039;Elite&#039;&#039; rating or higher is slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Wizard Bonus Feats&#039;&#039;&#039; ===&lt;br /&gt;
Wizards gain bonus feats at levels 5 and 10 with which they may purchase spell and metamagic feats.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|4th Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|5th Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color_Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious_Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage_Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Missile|Magic Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Enfeeblement|Ray of Enfeeblement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield|Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Horizikauls_Boom|Thundering Boom]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Melfs_Acid_Arrow|Acid Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud_of_Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Combust|Combust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death_Armor|Death Armour]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gedlees_Electric_Loop|Electric Loop]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Weapon|Elemental Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghoul_Touch|Ghoul Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#BalagarnsIronHorn|Iron Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See_Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Mestils_Acid_Breath|Acid Breath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Monster|Charm Monster]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fireball|Fireball]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Arrow|Flame Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust_of_Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning_Bolt|Lightning Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection From Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scintillating_Sphere|Scintillating Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stinking_Cloud|Stinking Cloud]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vampiric_Touch|Vampiric Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Evards_Black_Tentacles|Black Tentacles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate_Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Shield|Elemental Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Monster|Hold Monster]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved_Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Isaacs_Lesser_Missile_Storm|Lesser Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|Minor Globe of Invulnerability]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal_Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall_of_Fire|Wall of Fire]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Mestils_Acid_Sheath|Acid Sheath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ball_Lightning|Ball Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloudkill|Cloudkill]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone_of_Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy_Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ethereal Visage|Ethereal Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Firebrand|Firebrand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Mind_Blank|Lesser Mind Blank]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Spell_Mantle|Lesser Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind_Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
Wizards currently have no archetypes.&lt;/div&gt;</summary>
		<author><name>ErrantryWar</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Wizard&amp;diff=317</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Wizard&amp;diff=317"/>
		<updated>2020-12-21T15:45:04Z</updated>

		<summary type="html">&lt;p&gt;ErrantryWar: /* Spell List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wizards draw Power through a dedicated study of known flows of Power and methodically weaving it in known patterns to form a variety of spells. They are highly adaptable spellcasters who have control over what spells are refreshed through their &#039;&#039;Revision&#039;&#039; or &#039;&#039;Arcane Focus&#039;&#039; features. Their poor base defenses are augmented by automatic wards when they take significant damage.&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Intelligence&#039;&#039;&#039; is recommended for increasing spell DCs, spellcasts per day, metamagic and maneuver capacity. It also contributes to your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save. &lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons (Simple)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Intelligence&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Memorized.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039; Wizards can learn any spell from their spell list, either through natural level ups or through the study of scrolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Spellcasting Level 1, Metamagic: Conversion, Summon Familiar, Scribe Scroll, Revision, Arcane Focus&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Contingency I&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Spellcasting Level 2&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Archetype Feature I, Contingency II&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spellcasting Level 3, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Contingency III&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Archetype Feature II, Spellcasting Level 4&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Contingency IV&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Spellcasting Level 5&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Archetype Feature III, Bonus Feat, Contingency V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wizard Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Contingency&#039;&#039;&#039; ===&lt;br /&gt;
A Wizard has magical countermeasures in place for many eventualities. The first time per rest the caster is damaged to 50% of total health, the rest of the damage from the strike that reduced the Wizard&#039;s health beyond this point is nullified, and the Wizard receives the following effects for 1 minute. This class feature does not exclude any further contingencies the Wizard may receive from other sources. This feature is also restored when slaying an opponent of &#039;&#039;Elite&#039;&#039; rating or higher.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Contingency Effects&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
|Invisibility, 5 Physical DR (Absorption 20), 10 Elemental DR (Absorption 20)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Invisibility, 10 Physical DR (Absorption 40), 20 Elemental DR (Absorption 30)&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Invisibility, 15 Physical DR (Absorption 60), 30 Elemental DR (Absorption 40)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Invisibility, 20 Physical DR (Absorption 80), 40 Elemental DR (Absorption 50)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Invisibility, 25 Physical DR (Absorption 100), 50 Elemental DR (Absorption 60)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Revision&#039;&#039;&#039; ===&lt;br /&gt;
When a Wizard casts a spell from any scroll, if they also have that spell memorized but expended, that spell memorization is refreshed. They may also use this feat to target a scroll, converting Metamagic to refresh a slot containing that spell if it is already memorized. This cost is identical to whatever the Wizard would normally spend for Conversion to restore that spell slot.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Arcane Focus&#039;&#039;&#039; ===&lt;br /&gt;
A Wizard has a pool of &#039;&#039;Arcane Focus&#039;&#039;, which they may draw from to power their spells. Activating this feat will cause their next spellcast performed from their memorized slots to restore a slot containing that spell, consuming an amount of Arcane Focus equal to the spell&#039;s level. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of Arcane Focus equal to the spell&#039;s level. This pool has a capacity equal to the Wizard&#039;s class level, is filled at rest, and is also restored by 3 whenever an enemy of &#039;&#039;Elite&#039;&#039; rating or higher is slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Wizard Bonus Feats&#039;&#039;&#039; ===&lt;br /&gt;
Wizards gain bonus feats at levels 5 and 10 with which they may purchase spell and metamagic feats.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|4th Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|5th Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color_Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious_Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage_Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Missile|Magic Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Enfeeblement|Ray of Enfeeblement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield|Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Horizikauls_Boom|Thundering Boom]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Melfs_Acid_Arrow|Acid Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud_of_Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Combust|Combust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death_Armor|Death Armour]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gedlees_Electric_Loop|Electric Loop]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Weapon|Elemental Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghoul_Touch|Ghoul Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#BalagarnsIronHorn|Iron Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See_Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Mestils_Acid_Breath|Acid Breath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Monster|Charm Monster]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fireball|Fireball]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Arrow|Flame Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust_of_Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning_Bolt|Lightning Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection From Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scintillating_Sphere|Scintillating Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stinking_Cloud|Stinking Cloud]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vampiric_Touch|Vampiric Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Evards_Black_Tentacles|Black Tentacles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate_Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Shield|Elemental Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Monster|Hold Monster]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved_Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Isaacs_Lesser_Missile_Storm|Lesser Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|Minor Globe of Invulnerability]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal_Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall_of_Fire|Wall of Fire]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Mestils_Acid_Sheath|Acid Sheath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ball_Lightning|Ball Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloudkill|Cloudkill]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone_of_Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy_Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Firebrand|Firebrand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Mind_Blank|Lesser Mind Blank]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Spell_Mantle|Lesser Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind_Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
Wizards currently have no archetypes.&lt;/div&gt;</summary>
		<author><name>ErrantryWar</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Sorcerer&amp;diff=316</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Sorcerer&amp;diff=316"/>
		<updated>2020-12-21T15:44:15Z</updated>

		<summary type="html">&lt;p&gt;ErrantryWar: /* Spell List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorcerers draw Power through intuitive means, plucking flowing Power from their surroundings into the shape of the spell the Power wants to be. They possess a smaller selection of spells than a wizard, but their mastery of metamagic allows them to get the most out of their spells for minimal resource cost. &lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Charisma&#039;&#039;&#039; is recommended for increasing spell DCs, spellcasts per day, and metamagic capacity. It also contributes to your Will save and support maneuvers such as &amp;quot;Commander Strike&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save. &lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons (Simple)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Spontaneous.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039; Sorcerers have a modest selection of Arcane spells, gaining more as they increase in level. They can change out a limited number of spells at each level up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Spellcasting Level 1, Metamagic: Conversion, Escalation, Ablation&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Font of Magic I&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Spellcasting Level 2&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Archetype Feature I, Font of Magic II&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spellcasting Level 3&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Font of Magic III&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Archetype Feature II, Spellcasting Level 4&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Font of Magic IV&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Spellcasting Level 5&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Archetype Feature III, Font of Magic V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Font of Magic&#039;&#039;&#039; ===&lt;br /&gt;
The Sorcerer&#039;s innate magical nature and ability to let Power form their spells naturally lends them the following benefits:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Metamagic Bonus&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|When you use the Conversion Metamagic feat to restore your Sorcerer spells, you convert at a rate of Spell Level + 1 instead of twice the Spell Level. In addition, if using the Empower Spell metamagic, the Sorcerer receives a refund of 1 Metamagic upon casting a spell.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Bonus Metamagic Feat&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
| +3 Metamagic Capacity&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Bonus Metamagic Feat&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| +1 Metamagic Regained on Kill&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Escalation&#039;&#039;&#039; ===&lt;br /&gt;
When a spell slot is expended, the Sorcerer regain a spell slot of one level lower than that which was spent. If the Sorcerer is at maximum capacity for that spell level, they regain Metamagic equal to that spell level instead. First level spells regain 1 Metamagic. In addition, every third spell cast restores one of the Sorcerer&#039;s highest level spell slots.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ablation&#039;&#039;&#039; ===&lt;br /&gt;
The Sorcerer fortifies themselves with arcane energy, absorbing incoming blows. While active, this feat converts 1 Metamagic into 3 temporary hit points per Sorcerer level, per second. Using this feat again halts the conversion, as does consuming the full Metamagic supply.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|4th Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|5th Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color_Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious_Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage_Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Missile|Magic Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Enfeeblement|Ray of Enfeeblement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield|Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Horizikauls_Boom|Thundering Boom]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Melfs_Acid_Arrow|Acid Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud_of_Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Combust|Combust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death_Armor|Death Armour]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gedlees_Electric_Loop|Electric Loop]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Weapon|Elemental Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghoul_Touch|Ghoul Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#BalagarnsIronHorn|Iron Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See_Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Mestils_Acid_Breath|Acid Breath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Monster|Charm Monster]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fireball|Fireball]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Arrow|Flame Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust_of_Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning_Bolt|Lightning Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection From Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scintillating_Sphere|Scintillating Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stinking_Cloud|Stinking Cloud]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vampiric_Touch|Vampiric Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Evards_Black_Tentacles|Black Tentacles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate_Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Shield|Elemental Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Monster|Hold Monster]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved_Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Isaacs_Lesser_Missile_Storm|Lesser Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|Minor Globe of Invulnerability]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal_Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall_of_Fire|Wall of Fire]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Mestils_Acid_Sheath|Acid Sheath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ball_Lightning|Ball Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloudkill|Cloudkill]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone_of_Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy_Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Firebrand|Firebrand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Mind_Blank|Lesser Mind Blank]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Spell_Mantle|Lesser Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind_Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
Sorcerers currently have no archetypes.&lt;/div&gt;</summary>
		<author><name>ErrantryWar</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=314</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=314"/>
		<updated>2020-12-21T15:28:38Z</updated>

		<summary type="html">&lt;p&gt;ErrantryWar: /* Spell List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rangers draw Power from primal energies around them, drawing supernatural intuition regarding their surroundings and the creatures that inhabit it. They possess high HP and proficiencies to make them effective martial combatants, and are supplemented by a small selection of Primal spells and features to make them specialized in area control. Their archetypes empowers their area superiority, their effectiveness as a tank, or grants them a potent animal companion.&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A high &#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your spellcasting, Will save and the duration of Maneuver: Called Shot.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain archetype features, support maneuvers such as &amp;quot;Commander Strike&amp;quot;, and your Will save.&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Points per level&#039;&#039;&#039;: 10&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light,Medium,Heavy), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Maneuver: Called Shot, Spellcasting Level 1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Awareness, Favoured Terrain&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Archetype Feature I&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spellcasting Level 2&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Archetype Feature II&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Spellcasting Level 3&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Archetype Feature III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranger Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Awareness&#039;&#039;&#039; ===&lt;br /&gt;
A Ranger has an &#039;&#039;Awareness&#039;&#039; pool with a maximum capacity equal to their class level. This is used by class features such as &#039;&#039;Favoured Terrain&#039;&#039;. The Ranger recovers 3 Awareness upon slaying an Elite rated enemy or higher.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Favoured Terrain&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger is able to identify positions where the environment puts them at an advantage over their enemies. These appear to the Ranger as 4m radius zones of &#039;&#039;Favoured Terrain&#039;&#039; within which they gain a +1 attack bonus, +2 physical damage to their attacks, and enemies suffer a -1 attack bonus penalty. The Ranger may use this feat to consume a use of Awareness and designate a location as &#039;&#039;Favoured Terrain&#039;&#039; at a place of their choosing within 40m. Each instance of &#039;&#039;Favoured Terrain&#039;&#039; lasts one minute.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Camouflage|Camouflage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Entangle|Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Barkskin|Barkskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Animal|Hold Animal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#One With The Land|One With The Land]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Blade Thirst|Blade Thirst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection From Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Wayfinder&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I know the way.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Guide&#039;&#039;&#039;&lt;br /&gt;
| Allies can now benefit from the base bonuses of your &#039;&#039;Favoured Terrain&#039;&#039; while being within it. You receive double the benefits for being within &#039;&#039;Favoured Terrain&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Wayfinding&#039;&#039;&#039;&lt;br /&gt;
| Enemies inside your &#039;&#039;Favoured Terrain&#039;&#039; receive a 25% vulnerability to all damage.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;The Road Less Travelled&#039;&#039;&#039;&lt;br /&gt;
|If an ally strikes an enemy suffering from the vulnerability effect of &#039;&#039;Wayfinding&#039;&#039;, and they do not already have the Haste effect, they receive the Haste effect for one minute.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Warden&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;This land is my land.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Borders&#039;&#039;&#039;&lt;br /&gt;
| Enemies inside your &#039;&#039;Favoured Terrain&#039;&#039; suffer double the penalties for being within its area. In addition, you now receive 10% Damage Immunity while within its borders. This damage immunity increases by another 10% for each Warden archetype feature.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Warding&#039;&#039;&#039;&lt;br /&gt;
| When an enemy is within your &#039;&#039;Favoured Terrain&#039;&#039;, they suffer from the &#039;&#039;Slow&#039;&#039; effect.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Homeland&#039;&#039;&#039;&lt;br /&gt;
| While within &#039;&#039;Favoured Terrain&#039;&#039;, the Freedom of Movement effect is applied to you each round, removing any relevant effects and restoring the duration. If no existing Freedom of Movement exists with a duration longer than one minute, the duration of this effect is one minute.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beastmaster&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Man and beast; one and the same.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Animal Companion&#039;&#039;&#039;&lt;br /&gt;
| Your attunement with the wilds has attracted the friendship of various beasts of nature. You may have an &#039;&#039;Animal Companion&#039;&#039; of the types listed below, which you may change to another type by targeting yourself with this feat while able to rest. You may use this ability for free once per rest, with subsequent uses costing one &#039;&#039;Awareness&#039;&#039;. This ally has a CR equal to your Ranger level. If you also possess the &#039;&#039;Animal Companion&#039;&#039; feature from the Druid &#039;&#039;Wildspeaker&#039;&#039;, your Druid and Ranger levels stack when determining the creature&#039;s CR.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Pack Tactics&#039;&#039;&#039;&lt;br /&gt;
| When you use a &#039;&#039;Maneuver&#039;&#039; on a creature, your &#039;&#039;Animal Companion&#039;&#039; performs a &#039;&#039;Maneuver&#039;&#039; on its current target, as defined by its type below. Your &#039;&#039;Animal Companion&#039;&#039; also becomes &#039;&#039;Elite&#039;&#039; rated.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Natural Synergy&#039;&#039;&#039;&lt;br /&gt;
| For the cost of one &#039;&#039;Awareness&#039;&#039;, you may cast Awaken by targeting your Animal Companion with its summoning feat.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Animal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Maneuver&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bear&lt;br /&gt;
|Brute&lt;br /&gt;
|Provoke&lt;br /&gt;
|-&lt;br /&gt;
|Boar&lt;br /&gt;
|Soldier&lt;br /&gt;
|Provoke&lt;br /&gt;
|-&lt;br /&gt;
|Wolf&lt;br /&gt;
|Skirmisher&lt;br /&gt;
|Knockdown&lt;br /&gt;
|-&lt;br /&gt;
|Hawk&lt;br /&gt;
|Lurker&lt;br /&gt;
|Blind&lt;br /&gt;
|-&lt;br /&gt;
|Lynx&lt;br /&gt;
|Lurker&lt;br /&gt;
|Blind&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ErrantryWar</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=313</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=313"/>
		<updated>2020-12-21T15:27:24Z</updated>

		<summary type="html">&lt;p&gt;ErrantryWar: /* Ranger Core Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rangers draw Power from primal energies around them, drawing supernatural intuition regarding their surroundings and the creatures that inhabit it. They possess high HP and proficiencies to make them effective martial combatants, and are supplemented by a small selection of Primal spells and features to make them specialized in area control. Their archetypes empowers their area superiority, their effectiveness as a tank, or grants them a potent animal companion.&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A high &#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your spellcasting, Will save and the duration of Maneuver: Called Shot.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain archetype features, support maneuvers such as &amp;quot;Commander Strike&amp;quot;, and your Will save.&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Points per level&#039;&#039;&#039;: 10&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light,Medium,Heavy), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Maneuver: Called Shot, Spellcasting Level 1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Awareness, Favoured Terrain&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Archetype Feature I&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spellcasting Level 2&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Archetype Feature II&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Spellcasting Level 3&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Archetype Feature III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranger Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Awareness&#039;&#039;&#039; ===&lt;br /&gt;
A Ranger has an &#039;&#039;Awareness&#039;&#039; pool with a maximum capacity equal to their class level. This is used by class features such as &#039;&#039;Favoured Terrain&#039;&#039;. The Ranger recovers 3 Awareness upon slaying an Elite rated enemy or higher.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Favoured Terrain&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger is able to identify positions where the environment puts them at an advantage over their enemies. These appear to the Ranger as 4m radius zones of &#039;&#039;Favoured Terrain&#039;&#039; within which they gain a +1 attack bonus, +2 physical damage to their attacks, and enemies suffer a -1 attack bonus penalty. The Ranger may use this feat to consume a use of Awareness and designate a location as &#039;&#039;Favoured Terrain&#039;&#039; at a place of their choosing within 40m. Each instance of &#039;&#039;Favoured Terrain&#039;&#039; lasts one minute.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|4th Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|5th Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Camouflage|Camouflage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Entangle|Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist Elements|Resist Elements]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Barkskin|Barkskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Animal|Hold Animal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#One With The Land|One With The Land]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Blade Thirst|Blade Thirst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection From Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Wayfinder&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I know the way.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Guide&#039;&#039;&#039;&lt;br /&gt;
| Allies can now benefit from the base bonuses of your &#039;&#039;Favoured Terrain&#039;&#039; while being within it. You receive double the benefits for being within &#039;&#039;Favoured Terrain&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Wayfinding&#039;&#039;&#039;&lt;br /&gt;
| Enemies inside your &#039;&#039;Favoured Terrain&#039;&#039; receive a 25% vulnerability to all damage.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;The Road Less Travelled&#039;&#039;&#039;&lt;br /&gt;
|If an ally strikes an enemy suffering from the vulnerability effect of &#039;&#039;Wayfinding&#039;&#039;, and they do not already have the Haste effect, they receive the Haste effect for one minute.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Warden&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;This land is my land.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Borders&#039;&#039;&#039;&lt;br /&gt;
| Enemies inside your &#039;&#039;Favoured Terrain&#039;&#039; suffer double the penalties for being within its area. In addition, you now receive 10% Damage Immunity while within its borders. This damage immunity increases by another 10% for each Warden archetype feature.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Warding&#039;&#039;&#039;&lt;br /&gt;
| When an enemy is within your &#039;&#039;Favoured Terrain&#039;&#039;, they suffer from the &#039;&#039;Slow&#039;&#039; effect.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Homeland&#039;&#039;&#039;&lt;br /&gt;
| While within &#039;&#039;Favoured Terrain&#039;&#039;, the Freedom of Movement effect is applied to you each round, removing any relevant effects and restoring the duration. If no existing Freedom of Movement exists with a duration longer than one minute, the duration of this effect is one minute.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beastmaster&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Man and beast; one and the same.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Animal Companion&#039;&#039;&#039;&lt;br /&gt;
| Your attunement with the wilds has attracted the friendship of various beasts of nature. You may have an &#039;&#039;Animal Companion&#039;&#039; of the types listed below, which you may change to another type by targeting yourself with this feat while able to rest. You may use this ability for free once per rest, with subsequent uses costing one &#039;&#039;Awareness&#039;&#039;. This ally has a CR equal to your Ranger level. If you also possess the &#039;&#039;Animal Companion&#039;&#039; feature from the Druid &#039;&#039;Wildspeaker&#039;&#039;, your Druid and Ranger levels stack when determining the creature&#039;s CR.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Pack Tactics&#039;&#039;&#039;&lt;br /&gt;
| When you use a &#039;&#039;Maneuver&#039;&#039; on a creature, your &#039;&#039;Animal Companion&#039;&#039; performs a &#039;&#039;Maneuver&#039;&#039; on its current target, as defined by its type below. Your &#039;&#039;Animal Companion&#039;&#039; also becomes &#039;&#039;Elite&#039;&#039; rated.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Natural Synergy&#039;&#039;&#039;&lt;br /&gt;
| For the cost of one &#039;&#039;Awareness&#039;&#039;, you may cast Awaken by targeting your Animal Companion with its summoning feat.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Animal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Maneuver&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bear&lt;br /&gt;
|Brute&lt;br /&gt;
|Provoke&lt;br /&gt;
|-&lt;br /&gt;
|Boar&lt;br /&gt;
|Soldier&lt;br /&gt;
|Provoke&lt;br /&gt;
|-&lt;br /&gt;
|Wolf&lt;br /&gt;
|Skirmisher&lt;br /&gt;
|Knockdown&lt;br /&gt;
|-&lt;br /&gt;
|Hawk&lt;br /&gt;
|Lurker&lt;br /&gt;
|Blind&lt;br /&gt;
|-&lt;br /&gt;
|Lynx&lt;br /&gt;
|Lurker&lt;br /&gt;
|Blind&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ErrantryWar</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Sorcerer&amp;diff=311</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Sorcerer&amp;diff=311"/>
		<updated>2020-12-21T15:18:08Z</updated>

		<summary type="html">&lt;p&gt;ErrantryWar: /* Sorcerer Core Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorcerers draw Power through intuitive means, plucking flowing Power from their surroundings into the shape of the spell the Power wants to be. They possess a smaller selection of spells than a wizard, but their mastery of metamagic allows them to get the most out of their spells for minimal resource cost. &lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Charisma&#039;&#039;&#039; is recommended for increasing spell DCs, spellcasts per day, and metamagic capacity. It also contributes to your Will save and support maneuvers such as &amp;quot;Commander Strike&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save. &lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons (Simple)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Spontaneous.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039; Sorcerers have a modest selection of Arcane spells, gaining more as they increase in level. They can change out a limited number of spells at each level up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Spellcasting Level 1, Metamagic: Conversion, Escalation, Ablation&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Font of Magic I&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Spellcasting Level 2&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Archetype Feature I, Font of Magic II&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spellcasting Level 3&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Font of Magic III&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Archetype Feature II, Spellcasting Level 4&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Font of Magic IV&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Spellcasting Level 5&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Archetype Feature III, Font of Magic V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Font of Magic&#039;&#039;&#039; ===&lt;br /&gt;
The Sorcerer&#039;s innate magical nature and ability to let Power form their spells naturally lends them the following benefits:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Metamagic Bonus&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|When you use the Conversion Metamagic feat to restore your Sorcerer spells, you convert at a rate of Spell Level + 1 instead of twice the Spell Level. In addition, if using the Empower Spell metamagic, the Sorcerer receives a refund of 1 Metamagic upon casting a spell.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Bonus Metamagic Feat&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
| +3 Metamagic Capacity&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Bonus Metamagic Feat&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| +1 Metamagic Regained on Kill&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Escalation&#039;&#039;&#039; ===&lt;br /&gt;
When a spell slot is expended, the Sorcerer regain a spell slot of one level lower than that which was spent. If the Sorcerer is at maximum capacity for that spell level, they regain Metamagic equal to that spell level instead. First level spells regain 1 Metamagic. In addition, every third spell cast restores one of the Sorcerer&#039;s highest level spell slots.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ablation&#039;&#039;&#039; ===&lt;br /&gt;
The Sorcerer fortifies themselves with arcane energy, absorbing incoming blows. While active, this feat converts 1 Metamagic into 3 temporary hit points per Sorcerer level, per second. Using this feat again halts the conversion, as does consuming the full Metamagic supply.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|4th Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|5th Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color_Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious_Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage_Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Missile|Magic Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Enfeeblement|Ray of Enfeeblement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield|Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Horizikauls_Boom|Thundering Boom]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Melfs_Acid_Arrow|Acid Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud_of_Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Combust|Combust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death_Armor|Death Armour]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gedlees_Electric_Loop|Electric Loop]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Weapon|Elemental Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghoul_Touch|Ghoul Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#BalagarnsIronHorn|Iron Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See_Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Mestils_Acid_Breath|Acid Breath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Monster|Charm Monster]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fireball|Fireball]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Arrow|Flame Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust_of_Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning_Bolt|Lightning Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection From Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scintillating_Sphere|Scintillating Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stinking_Cloud|Stinking Cloud]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vampiric_Touch|Vampiric Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Evards_Black_Tentacles|Black Tentacles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate_Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Shield|Elemental Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Monster|Hold Monster]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved_Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Isaacs_Lesser_Missile_Storm|Lesser Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|Minor Globe of Invulnerability]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal_Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall_of_Fire|Wall of Fire]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Mestils_Acid_Sheath|Acid Sheath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ball_Lightning|Ball Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloudkill|Cloudkill]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone_of_Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy_Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Firebrand|Firebrand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Mind_Blank|Lesser Mind Blank]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Spell_Mantle|Lesser Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind_Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
Sorcerers currently have no archetypes.&lt;/div&gt;</summary>
		<author><name>ErrantryWar</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Druid&amp;diff=310</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Druid&amp;diff=310"/>
		<updated>2020-12-21T15:08:54Z</updated>

		<summary type="html">&lt;p&gt;ErrantryWar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Druids draw Power from the primal energy lingering in all living things. They possess shapeshifting abilities that allow them to adapt to various combat scenarios and a diverse selection of natural spells from their unique spellbook. Their archetypes allow them to focus on furthering their shapeshifting abilities, a pet/summoner based playstyle, or an offensive elemental spellcaster.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended if you want to focus on attacking with weapons and using maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Wisdom&#039;&#039;&#039; is recommended if you want to focus on your spellcasting ability (Offensive DCs, Spells/day, Metamagic Pool).&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save. &lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Points per level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light,Medium), Shields, Weapons (Simple, Rogue)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. The Druid cannot change memorized slots while outside a rest zone, however any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039; Druids know all available Druid spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Spellcasting (Level 1), Wildshape&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Spellcasting (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Archetype Feature I&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spellcasting (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Archetype Feature II, Spellcasting (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Spellcasting (Level 5)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Archetype Feature III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Druid Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Wildshape&#039;&#039;&#039; ===&lt;br /&gt;
A druid can transform themselves into beasts of the wild. By means of a successful Animal Empathy check, the druid receives a totem of that form. Using this totem transforms the druid into that animal, gaining an amount of temporary hitpoints per druid level and properties relevant to the animal&#039;s role as listed below. However, the druid cannot cast spells while wildshaped. Using the Wildshape feat itself will instantly transform the druid into whatever last shape they used.&lt;br /&gt;
&lt;br /&gt;
Using the totem again cancels the transformation, as does using the Wildshape feat, or another totem to take a new form. Losing the temporary hitpoints granted by the Wildshape will also revert the druid to their true form.&lt;br /&gt;
&lt;br /&gt;
This ability may be used once per rest per Druid level, and regains 3 uses when dispatching an opponent of Elite rating or higher.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Temp HP/Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Additional&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Brute&lt;br /&gt;
|5&lt;br /&gt;
| +1AB&lt;br /&gt;
|-&lt;br /&gt;
|Skirmisher&lt;br /&gt;
|4&lt;br /&gt;
| +1d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|Lurker&lt;br /&gt;
|3&lt;br /&gt;
| +2d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|Controller&lt;br /&gt;
|3&lt;br /&gt;
| +2 Spell DCs&lt;br /&gt;
|-&lt;br /&gt;
|Soldier&lt;br /&gt;
|6&lt;br /&gt;
| +1 AC&lt;br /&gt;
|-&lt;br /&gt;
|Artillery&lt;br /&gt;
|3&lt;br /&gt;
| +4 Damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Cantrips&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|4th Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|5th Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Acid Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Electric Jolt|Electric Jolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray of Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare The Dying|Spare The Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Camouflage|Camouflage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Entangle|Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield Of Faith|Shield Of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Barkskin|Barkskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm Person Or Animal|Charm Person Or Animal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gedlees_Electric_Loop|Electric Loop]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Lash|Flame Lash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Animal|Hold Animal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser Restoration|Lesser Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#One With The Land|One With The Land]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Call Lightning|Call Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate Animal|Dominate Animal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Sting|Healing Sting]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation Of Maggots|Infestation Of Maggots]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection From Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Quillfire|Quillfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spike Growth|Spike Growth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental Shield|Elemental Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom Of Movement|Freedom Of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold Monster|Hold Monster]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall Of Fire|Wall Of Fire]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Awaken|Awaken]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inferno|Inferno]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monstrous Regeneration|Monstrous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vine Mine|Vine Mine]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Invoker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;The land answers my call.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Invocation&#039;&#039;&#039;&lt;br /&gt;
| Once per round, you may use this feat to target a point and expend a use of Wildshape, creating an elemental invocation formed from the energies of the last harmful elemental spell you cast. Each round, this invocation will target the nearest enemy creature within 10m with an amount of elemental damage equal to 2d6 per level of the spell (Fortitude half), typed same as that of the invoking spell. The invocation triggers thrice, and inherits all Metamagic that was used to cast the spell. If the invocation is within one of your persistent area spells (such as Entangle), it also affects all creatures within that spell&#039;s area of effect for 1d6 damage per spell level. You may only have one Invocation at a time.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Leylines&#039;&#039;&#039;&lt;br /&gt;
| You may place a second Invocation. This draws a Leyline between that Invocation and any others you have placed within 10m. Creatures who pass through this Leyline are slowed by 90% for 3 rounds. Placing a new invocation will reset the duration of any existing invocations.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Convergence&#039;&#039;&#039;&lt;br /&gt;
| You may now place a third Invocation. Any creatures within the triangle formed by three invocations will be stunned for one round every round if they fail their will save. The DC is equal to the maximum spell DC associated with any of the three invocations.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Shifter&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Show my face? Which one?&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Master of Many Forms&#039;&#039;&#039;&lt;br /&gt;
| You may now learn a greater variety of forms, including vermin, beasts and magical beasts. You also now regain a use of Wildshape if you revert or change your form before losing the associated temporary hitpoints, provided it is a form you have not yet used since your last rest, or last slaying of a creature of Elite rating or higher.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Peak Performance&#039;&#039;&#039;&lt;br /&gt;
| When you use Wildshape, the bonuses you receive from the creature role are doubled, as are the temporary hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Evershifting Form&#039;&#039;&#039;&lt;br /&gt;
| Your Wildshape forms can no longer be dispelled. You may also now cast spells while transformed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Wildspeaker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Lend your ear to the wilds.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Beast Bond&#039;&#039;&#039;&lt;br /&gt;
| Your powerful bond with the wilds has granted you the benefit of a nature spirit taking beast form. Use this feat on yourself to choose your companion type (default wolf). You may summon this beast for free once per rest. Should the companion perish, it may be resummoned with this feat for the cost of one Wildshape.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Fervant Ally&#039;&#039;&#039;&lt;br /&gt;
| Your Beast Bond creates a beast of Elite rating.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Nature Speaks&#039;&#039;&#039;&lt;br /&gt;
| Target your bonded beast once more with the Beast Bond feat. For the cost of one Wildshape, your ally gains the attributes of a Solo rated creature of its role for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ErrantryWar</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=307</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=307"/>
		<updated>2020-12-21T14:46:43Z</updated>

		<summary type="html">&lt;p&gt;ErrantryWar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics draw Power from their Devotion to a Deity. Their spell selection is generally tailored towards support through healing, boons and afflictions and they are afforded an average HP pool and armor proficiencies to allow a frontline presence if desired. The various archetypes allow the Cleric to become a more classic frontline enspelled warrior, a dedicated healer, or unique offensive spellcaster.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended if you want to focus on attacking with weapons and using maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Wisdom&#039;&#039;&#039; is recommended if you want to focus on your spellcasting ability (Offensive DCs, Spells/day, Metamagic Pool) and the potency of Channel Divinity features.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save. &lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Points per level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light,Medium), Shields, Weapons (Simple, Rogue)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. The Cleric cannot change memorized slots while outside a rest zone, however any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039; Clerics know all available Cleric spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Spellcasting Level 1, Metamagic: Conversion&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Channel Divinity: Turn Undead&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Spellcasting (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Archetype Feature I&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spellcasting Level 3&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Archetype Feature II, Spellcasting Level 4&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Spellcasting (Level 5)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Archetype Feature III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cleric Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
The character gains access to features that draw upon a Channel Divinity pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels. The character also regains 3 charges of Channel Divinity whenever an Elite rated enemy or higher is slain. Clerics receive the Turn Undead option for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity: Turn Undead&#039;&#039;&#039; ===&lt;br /&gt;
Undead within 10m of the Cleric are afflicted with Fear for one minute (Will, DC: 10 + Cleric Level + Wisdom Ability Modifier; Negates).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Cantrips&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|4th Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|5th Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Inflict Minor Wounds|Inflict Minor Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare The Dying|Spare The Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bane|Bane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Doom|Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Light Wounds|Inflict Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Fear|Remove Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sanctuary|Sanctuary]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield Of Faith|Shield Of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Moderate Wounds|Inflict Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser Restoration|Lesser Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Paralysis|Remove Paralysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Silence|Silence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sound Burst|Sound Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph Of Warding|Glyph Of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Serious Wounds|Inflict Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection From Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Searing Light|Searing Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom Of Movement|Freedom Of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hammer Of The Gods|Hammer Of The Gods]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Critical Wounds|Inflict Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Battletide|Battletide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Circle Of Doom|Circle Of Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monstrous Regeneration|Monstrous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slay Living|Slay Living]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Warpriest&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;On the battlefield, every man is a believer.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
| You gain a new Channel Divinity option, Power. When you activate Power, the next applicable Cleric spell may gain additional effects. The effect is then consumed. At level 4, if you cast a spell which increases attack bonus (Bless, Prayer), Power grants the recipients a Divine damage bonus equal to the amount of attack bonus granted. You also now benefit from the effects of any Bless spells you cast.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force&#039;&#039;&#039;&lt;br /&gt;
| Your Power feature may apply to the Aid spell. The target receives a damage shield that afflicts attackers with Divine damage. This damage is equal to the target&#039;s Constitution modifier plus one roll of their highest hit die (for example, a character with any Barbarian levels inflicts an additional 1d12 damage).&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Obliteration&#039;&#039;&#039;&lt;br /&gt;
| Your Power feature may apply to the Battletide spell. Enemies afflicted by the Slow effect of Battletide cause an additional burst of damage when struck by an attack. This damage applies to all enemies within 2m of the struck target, for half the amount of Divine damage dealt in the attack (rounded up), to a maximum of half the Warpriest&#039;s Wisdom modifier (rounded down).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Chaplain&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Have faith.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Ministration&#039;&#039;&#039;&lt;br /&gt;
| You gain a new Channel Divinity option, Ministration. When you activate this Channel Divinity, the next Cure Wounds spell you cast will also apply a Regeneration effect equal to your Wisdom modifier, for a number of rounds equal to the spell&#039;s level.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Communion&#039;&#039;&#039;&lt;br /&gt;
| When Ministration takes effect on a target, a heal over time effect is created. Each round this effect will seek out the ally with the lowest current hit points within 10m of its current target, and apply your Wisdom modifier in healing to that ally. That ally then becomes the new target of this effect. If no injured allies can be found, the effect ends. This effect lasts a number of rounds equal to your Wisdom modifier. If the target of Communion receives fatal damage, their hit points will halt at 1, and any remaining healing from Communion will be applied, consuming the effect.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Confession&#039;&#039;&#039;&lt;br /&gt;
| When your Ministration is applied to a target, also grant a damage reduction shield with a threshold equal to your Wisdom modifier, and an absorption limit equal to the healing done. This shield lasts for one minute, and overwrites instances of itself.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Radiant&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I came not to bring peace.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Radiance&#039;&#039;&#039;&lt;br /&gt;
| You gain a new Channel Divinity option, Radiance. For one minute, your Cleric damage spells restore the first instance you have memorised but expended of that same spell after casting, including that same memorisation. Your Negative Energy Ray, Inflict Wounds, Slay Living, and Circle of Doom spells now deal Divine damage instead of Negative energy.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Brilliance&#039;&#039;&#039;&lt;br /&gt;
| When an enemy is struck by one of your Cleric damage spells while you are under the effects of Radiance, they suffer the effects of Blindness for 1 rounds (Reflex, DC: Spell; Negates).&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Efflugence&#039;&#039;&#039;&lt;br /&gt;
| You may use Radiance again while under the effects of Radiance, extending the duration by another minute. For the remaining duration of Radiance, when you cast an area of effect Cleric damage spell, one round later the area is bathed in light. Any enemies within 10m of the spell&#039;s origin point suffer 1d4 Divine damage per point of your Wisdom modifier. If a single target spell is cast, the target instead suffers 1d4 damage per point of Wisdom modifier each round for the next 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ErrantryWar</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=306</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=306"/>
		<updated>2020-12-21T14:44:20Z</updated>

		<summary type="html">&lt;p&gt;ErrantryWar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics draw Power from their Devotion to a Deity. Their spell selection is generally tailored towards support through healing, boons and afflictions and they are afforded an average HP pool and armor proficiencies to allow a frontline presence if desired. The various archetypes allow the Cleric to become a more classic frontline enspelled warrior, a dedicated healer, or unique offensive spellcaster.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended if you want to focus on attacking with weapons and using maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Wisdom&#039;&#039;&#039; is recommended if you want to focus on your spellcasting ability (Offensive DCs, Spells/day, Metamagic Pool) and the potency of Channel Divinity features.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save. &lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Points per level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light,Medium), Shields, Weapons (Simple, Rogue)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. The Cleric cannot change memorized slots while outside a rest zone, however any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039; Clerics know all available Cleric spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Spellcasting Level 1, Metamagic: Conversion&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Channel Divinity: Turn Undead&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Spellcasting (Level 2)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Archetype Feature I&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spellcasting Level 3&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Archetype Feature II, Spellcasting Level 4&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Spellcasting (Level 5)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Archetype Feature III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cleric Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
The character gains access to features that draw upon a Channel Divinity pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels. The character also regains 3 charges of Channel Divinity whenever an Elite rated enemy or higher is slain. Clerics receive the Turn Undead option for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity: Turn Undead&#039;&#039;&#039; ===&lt;br /&gt;
Undead within 10m of the Cleric are afflicted with Fear for one minute (Will, DC: 10 + Cleric Level + Wisdom Ability Modifier; Negates).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Cantrips&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|4th Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|5th Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Inflict Minor Wounds|Inflict Minor Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare The Dying|Spare The Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bane|Bane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Doom|Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Light Wounds|Inflict Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Fear|Remove Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sanctuary|Sanctuary]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield Of Faith|Shield Of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Moderate Wounds|Inflict Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser Restoration|Lesser Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Paralysis|Remove Paralysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Silence|Silence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sound Burst|Sound Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph Of Warding|Glyph Of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Serious Wounds|Inflict Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection From Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Searing Light|Searing Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom Of Movement|Freedom Of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hammer Of The Gods|Hammer Of The Gods]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Critical Wounds|Inflict Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Battletide|Battletide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Circle Of Doom|Circle Of Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monsterous Regeneration|Monsterous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slay Living|Slay Living]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Warpriest&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;On the battlefield, every man is a believer.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
| You gain a new Channel Divinity option, Power. When you activate Power, the next applicable Cleric spell may gain additional effects. The effect is then consumed. At level 4, if you cast a spell which increases attack bonus (Bless, Prayer), Power grants the recipients a Divine damage bonus equal to the amount of attack bonus granted. You also now benefit from the effects of any Bless spells you cast.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force&#039;&#039;&#039;&lt;br /&gt;
| Your Power feature may apply to the Aid spell. The target receives a damage shield that afflicts attackers with Divine damage. This damage is equal to the target&#039;s Constitution modifier plus one roll of their highest hit die (for example, a character with any Barbarian levels inflicts an additional 1d12 damage).&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Obliteration&#039;&#039;&#039;&lt;br /&gt;
| Your Power feature may apply to the Battletide spell. Enemies afflicted by the Slow effect of Battletide cause an additional burst of damage when struck by an attack. This damage applies to all enemies within 2m of the struck target, for half the amount of Divine damage dealt in the attack (rounded up), to a maximum of half the Warpriest&#039;s Wisdom modifier (rounded down).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Chaplain&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Have faith.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Ministration&#039;&#039;&#039;&lt;br /&gt;
| You gain a new Channel Divinity option, Ministration. When you activate this Channel Divinity, the next Cure Wounds spell you cast will also apply a Regeneration effect equal to your Wisdom modifier, for a number of rounds equal to the spell&#039;s level.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Communion&#039;&#039;&#039;&lt;br /&gt;
| When Ministration takes effect on a target, a heal over time effect is created. Each round this effect will seek out the ally with the lowest current hit points within 10m of its current target, and apply your Wisdom modifier in healing to that ally. That ally then becomes the new target of this effect. If no injured allies can be found, the effect ends. This effect lasts a number of rounds equal to your Wisdom modifier. If the target of Communion receives fatal damage, their hit points will halt at 1, and any remaining healing from Communion will be applied, consuming the effect.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Confession&#039;&#039;&#039;&lt;br /&gt;
| When your Ministration is applied to a target, also grant a damage reduction shield with a threshold equal to your Wisdom modifier, and an absorption limit equal to the healing done. This shield lasts for one minute, and overwrites instances of itself.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Radiant&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I came not to bring peace.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Radiance&#039;&#039;&#039;&lt;br /&gt;
| You gain a new Channel Divinity option, Radiance. For one minute, your Cleric damage spells restore the first instance you have memorised but expended of that same spell after casting, including that same memorisation. Your Negative Energy Ray, Inflict Wounds, Slay Living, and Circle of Doom spells now deal Divine damage instead of Negative energy.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Brilliance&#039;&#039;&#039;&lt;br /&gt;
| When an enemy is struck by one of your Cleric damage spells while you are under the effects of Radiance, they suffer the effects of Blindness for 1 rounds (Reflex, DC: Spell; Negates).&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Efflugence&#039;&#039;&#039;&lt;br /&gt;
| You may use Radiance again while under the effects of Radiance, extending the duration by another minute. For the remaining duration of Radiance, when you cast an area of effect Cleric damage spell, one round later the area is bathed in light. Any enemies within 10m of the spell&#039;s origin point suffer 1d4 Divine damage per point of your Wisdom modifier. If a single target spell is cast, the target instead suffers 1d4 damage per point of Wisdom modifier each round for the next 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ErrantryWar</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=305</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=305"/>
		<updated>2020-12-21T14:17:26Z</updated>

		<summary type="html">&lt;p&gt;ErrantryWar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Paladins draw Power from devotion to an Oath, or set of Oaths. Their high HP and basic proficiencies are supplemented by &#039;&#039;Channel Divinity&#039;&#039; features and a small support spell list to make them an effective martial combatant and ally. Paladin archetypes focus on particular aspects of their playstyle: dealing bursts of unmitigated damage, effective tanking, or healing.&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your spellcasting, certain archetype features, Divine Grace, support maneuvers such as &amp;quot;Commander Strike&amp;quot;, and your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Points per level&#039;&#039;&#039;: 10&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light,Medium), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Spellcasting Level 1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Divine Health, Lay on Hands, Aura of Courage&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Channel Divinity: Divine Might/Divine Shield, Smite I, Divine Grace&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Archetype Feature I&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spellcasting Level 2, Smite II &lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Archetype Feature II, Smite III&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Spellcasting Level 3, Smite IV&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Archetype Feature III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paladin Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Divine Health&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin is immune to disease.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lay on Hands&#039;&#039;&#039; ===&lt;br /&gt;
A Paladin may heal themselves or an ally for an amount equal to 1d4 per class level, plus the target&#039;s top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target. The Paladin may use this a number of times per day as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Uses&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Aura of Courage&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin is immune to Fear&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
The character gains access to features that draw upon a Channel Divinity pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels. The character also regains 3 charges of Channel Divinity whenever an Elite rated enemy or higher is slain. Paladins receive the Divine Might and Divine Shield options for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Smite&#039;&#039;&#039; ===&lt;br /&gt;
Once per round, a Paladin may expend a use of &#039;&#039;Smite&#039;&#039; and strike a target for 1d4 bonus Divine damage per Paladin class level. This damage is applied to their next successful attack, and this is also when the one round timer is applied. A Paladin regains a use of Smite when an enemy rated Elite or higher is slain. A Paladin may use Smite a number of times per day according to their class level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Uses&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Grace&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin adds their Charisma bonus to their saving throws.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Aura Of Glory|Aura Of Glory]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Paralysis|Remove Paralysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Avenger&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Your sins have been counted.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Judge&#039;&#039;&#039;&lt;br /&gt;
| When you &#039;&#039;Smite&#039;&#039; a creature, your &#039;&#039;Divine Might&#039;&#039; damage bonus is doubled until its effect expires. You also regain the use of Channel Divinity used to empower &#039;&#039;Divine Might&#039;&#039;, if this ability is active. In addition, if a creature you have previously struck with Smite is slain, you regain one use of Smite.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Jury&#039;&#039;&#039;&lt;br /&gt;
| If you &#039;&#039;Smite&#039;&#039; any creature whilst under the effects of &#039;&#039;Judge&#039;&#039;, you gain a bonus attack for one minute. The struck target also proceeds to take damage each round equal to the Smite damage, for a total of 12 rounds. If the target dies while under the effects of &#039;&#039;Jury&#039;&#039;, the damage over time effect transfers to another enemy within 10m of the target. You may only have one instance of &#039;&#039;Jury&#039;&#039; in play at a time.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
| When you strike a creature with &#039;&#039;Smite&#039;&#039;, you do additional damage according to its health category: Injured +2d6, Badly Wounded +4d8, and Near Death +8d10. This additional damage also strikes enemies within 4m of the slain target and knocks them back 4m.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Templar&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;My will is steel.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Forge&#039;&#039;&#039;&lt;br /&gt;
| 25% of the damage you take is recorded. When this value exceeds your &#039;&#039;Divine Shield&#039;&#039; absorption limit, you regain a use of Channel Divinity. When a character learns this ability they also learn the &#039;&#039;Provoke&#039;&#039; Maneuver for free.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Anvil&#039;&#039;&#039;&lt;br /&gt;
| When &#039;&#039;Divine Shield&#039;&#039; is activated, you gain temporary hitpoints equal to the total absorption limit for a number of rounds equal to your Charisma modifier.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Tempered&#039;&#039;&#039;&lt;br /&gt;
| While &#039;&#039;Divine Shield&#039;&#039; is active, you gain physical damage immunity equal to your Paladin class level plus Charisma modifier.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hospitaller&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Stay on your feet, we have much work to be done this day.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Fending Gauntlet&#039;&#039;&#039;&lt;br /&gt;
| When you use &#039;&#039;Lay on Hands&#039;&#039; on an ally, they also gain the effects of your &#039;&#039;Divine Shield&#039;&#039; at no cost. When you use your last &#039;&#039;Lay on Hands&#039;&#039;, a point is deducted from your &#039;&#039;Channel Divinity&#039;&#039; and a use of &#039;&#039;Lay on Hands&#039;&#039; is restored.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Furious Rejuvenation&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Smite&#039;&#039; restores a use of &#039;&#039;Lay on Hands&#039;&#039; when used, and causes the next &#039;&#039;Lay on Hands&#039;&#039; used within [Charisma modifier] rounds to have an empowered effect.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Ablative Assault&#039;&#039;&#039;&lt;br /&gt;
| When you use &#039;&#039;Lay on Hands&#039;&#039;, your target also receives temporary hit points equal to your &#039;&#039;Lay on Hands&#039;&#039; healing value for a number of rounds equal to your Charisma modifier. In addition, any Divine damage you deal for this same number of rounds is applied as temporary hit points to your last &#039;&#039;Lay on Hands&#039;&#039; target. These temporary hit points also last a number of rounds equal to your Charisma modifier.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ErrantryWar</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Equipment_and_Itemization&amp;diff=99</id>
		<title>Equipment and Itemization</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Equipment_and_Itemization&amp;diff=99"/>
		<updated>2020-12-10T02:38:28Z</updated>

		<summary type="html">&lt;p&gt;ErrantryWar: /* Melee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Simple&#039;&#039;&#039; ==&lt;br /&gt;
==== &#039;&#039;&#039;Melee&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name !!	Damage	!!Critical Range!!	Critical Multiplier	!!Damage Type	!!Size	!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Dagger||	1d4	||20||	x2||	Piercing||	Tiny||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Kama||	1d4||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Mace||	1d4||	20||	x2||	Bludgeoning||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Sickle||	1d4||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Club||	1d6||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Quarterstaff||	1d8||	20||	x2||	Bludgeoning||	Large||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Spear||	1d8||	20||	x2||	Piercing||	Large||	&lt;br /&gt;
|}&lt;br /&gt;
==== &#039;&#039;&#039;Ranged&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name	!!Damage!!	Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Dart||	1d4||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Sling||	1d4||	20||	x2||	Bludgeoning||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Light Crossbow||	2d8||	20||	x2||	Piercing||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Shortbow||	1d6||	20||	x2||	Piercing||	Medium	||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Martial&#039;&#039;&#039; ==&lt;br /&gt;
==== &#039;&#039;&#039;Melee&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Damage!!	Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Kukri||	1d6||	20||	x2||	Slashing||	Tiny||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Handaxe||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Shortsword||	1d6||	20||	x2||	Piercing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Light Hammer||	1d6	||20||	x2||	Bludgeoning||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Whip||	1d8||	20||	x2||	Slashing||	Small||	Finesse, Cannot be used in Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
|Battleaxe||	1d8||	20||	x2||	Slashing||	Medium	||&lt;br /&gt;
|-&lt;br /&gt;
|Light Flail||	1d8||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Longsword||	1d8||	20	||x2||	Slashing||	Medium||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Rapier||	1d8||	20||	x2||	Piercing||	Medium||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||	1d8||	20||	x2||	Slashing||	Medium||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Warhammer||	1d8||	20||	x2||	Bludgeoning||	Medium	||&lt;br /&gt;
|-&lt;br /&gt;
|Morningstar||	1d8||	20||	x2||	Bludgeoning/Piercing||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Bastard Sword||	1d8||	20||	x2||	Slashing||	Medium	||&lt;br /&gt;
|-&lt;br /&gt;
|Katana||	1d8||	20||	x2||	Slashing||	Medium	||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven Waraxe||	1d8||	20||	x2||	Slashing||	Medium	||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Mace||	1d8||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Greataxe||	2d6||	20||	x2||	Slashing||	Large||&lt;br /&gt;
|-&lt;br /&gt;
|Greatsword||	2d6||	20||	x2||	Slashing||	Large||&lt;br /&gt;
|-	&lt;br /&gt;
|Halberd||	2d6||	20||	x2||	Slashing/Piercing||	Large	||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Flail||	2d6||	20||	x2||	Bludgeoning||	Large||	&lt;br /&gt;
|-&lt;br /&gt;
|Trident||	2d6||	20||	x2||	Piercing||	Large||&lt;br /&gt;
|-&lt;br /&gt;
|Dire Mace||	1d8||	20||	x2||	Bludgeoning||	Large||	Dual-wield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Ranged&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Damage	!!Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Shuriken||	1d6||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Axe||	1d6||	20||	x2||	Slashing||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Crossbow||	2d10||	20||	x2||	Piercing||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Longbow||	1d8||	20||	x2||	Piercing||	Large||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ErrantryWar</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Equipment_and_Itemization&amp;diff=98</id>
		<title>Equipment and Itemization</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Equipment_and_Itemization&amp;diff=98"/>
		<updated>2020-12-10T02:35:29Z</updated>

		<summary type="html">&lt;p&gt;ErrantryWar: Created page with &amp;quot;== &amp;#039;&amp;#039;&amp;#039;Simple&amp;#039;&amp;#039;&amp;#039; == ==== &amp;#039;&amp;#039;&amp;#039;Melee&amp;#039;&amp;#039;&amp;#039; ====  {| class=&amp;quot;wikitable&amp;quot; |- !Name !!	Damage	!!Critical Range!!	Critical Multiplier	!!Damage Type	!!Size	!!Other |- |Dagger||	1d4	||20||	x...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Simple&#039;&#039;&#039; ==&lt;br /&gt;
==== &#039;&#039;&#039;Melee&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name !!	Damage	!!Critical Range!!	Critical Multiplier	!!Damage Type	!!Size	!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Dagger||	1d4	||20||	x2||	Piercing||	Tiny||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Kama||	1d4||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Mace||	1d4||	20||	x2||	Bludgeoning||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Sickle||	1d4||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Club||	1d6||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Quarterstaff||	1d8||	20||	x2||	Bludgeoning||	Large||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Spear||	1d8||	20||	x2||	Piercing||	Large||	&lt;br /&gt;
|}&lt;br /&gt;
==== &#039;&#039;&#039;Ranged&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name	!!Damage!!	Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Dart||	1d4||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Sling||	1d4||	20||	x2||	Bludgeoning||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Light Crossbow||	2d8||	20||	x2||	Piercing||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Shortbow||	1d6||	20||	x2||	Piercing||	Medium	||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Martial&#039;&#039;&#039; ==&lt;br /&gt;
==== &#039;&#039;&#039;Melee&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Damage!!	Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Kukri||	1d6||	20||	x2||	Slashing||	Tiny||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Handaxe||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Shortsword||	1d6||	20||	x2||	Piercing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Light Hammer||	1d6	||20||	x2||	Bludgeoning||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Whip||	1d8||	20||	x2||	Slashing||	Small||	Finesse, Cannot be used in Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
|Battleaxe||	1d8||	20||	x2||	Slashing||	Medium	||&lt;br /&gt;
|-&lt;br /&gt;
|Light Flail||	1d8||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Longsword||	1d8||	20	||x2||	Slashing||	Medium||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Rapier||	1d8||	20||	x2||	Piercing||	Medium||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||	1d8||	20||	x2||	Slashing||	Medium||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Warhammer||	1d8||	20||	x2||	Bludgeoning||	Medium	||&lt;br /&gt;
|-&lt;br /&gt;
|Morningstar||	1d8||	20||	x2||	Bludgeoning/Piercing||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Bastard Sword||	1d8||	20||	x2||	Slashing||	Medium	||&lt;br /&gt;
|-&lt;br /&gt;
|Katana||	1d8||	20||	x2||	Slashing||	Medium	||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven Waraxe||	1d8||	20||	x2||	Slashing||	Medium	||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Mace||	1d8||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Greataxe||	2d6||	20||	x2||	Slashing||	Large||&lt;br /&gt;
|-&lt;br /&gt;
|Greatsword||	2d6||	20||	x2||	Slashing||	Large||&lt;br /&gt;
|-	&lt;br /&gt;
|Halberd||	2d6||	20||	x2||	Slashing/Piercing||	Large	||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Flail||	2d6||	20||	x2||	Bludgeoning||	Large||	&lt;br /&gt;
|-&lt;br /&gt;
|Trident||	2d6||	20||	x2||	Piercing||	Large||&lt;br /&gt;
|-&lt;br /&gt;
|Dire Mace||	1d8||	20||	x2||	Bludgeoning||	Large||	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Ranged&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Damage	!!Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Shuriken||	1d6||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Axe||	1d6||	20||	x2||	Slashing||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Crossbow||	2d10||	20||	x2||	Piercing||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Longbow||	1d8||	20||	x2||	Piercing||	Large||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ErrantryWar</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=97</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=97"/>
		<updated>2020-12-10T02:14:39Z</updated>

		<summary type="html">&lt;p&gt;ErrantryWar: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[New Player Setting Guide]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
* [[Risenholm Organisations]]&lt;br /&gt;
* [[Server Tone and Themes]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[New Player Mechanics Guide]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Skills]]&lt;/div&gt;</summary>
		<author><name>ErrantryWar</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Skills&amp;diff=96</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Skills&amp;diff=96"/>
		<updated>2020-12-10T02:13:39Z</updated>

		<summary type="html">&lt;p&gt;ErrantryWar: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Acrobatics:&amp;#039;&amp;#039;&amp;#039; Prevents attacks of opportunity when moving around.  &amp;#039;&amp;#039;&amp;#039;Alchemy:&amp;#039;&amp;#039;&amp;#039; Gives 1% bonus chance per skill level of a refund when brewing potions and runestones.  &amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039;&lt;br /&gt;
Prevents attacks of opportunity when moving around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemy:&#039;&#039;&#039;&lt;br /&gt;
Gives 1% bonus chance per skill level of a refund when brewing potions and runestones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Handling:&#039;&#039;&#039;&lt;br /&gt;
Use to charm animals.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Appraisal:&#039;&#039;&#039;&lt;br /&gt;
Lowers merchant pricing 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcana:&#039;&#039;&#039;&lt;br /&gt;
Identifies cast spells, affects counterspell and ups skill check against spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Athletics:&#039;&#039;&#039;&lt;br /&gt;
Characters gain 1% extra movement speed for each skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concentration:&#039;&#039;&#039;&lt;br /&gt;
Concentration check when casting a spell and hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deception:&lt;br /&gt;
&#039;&#039;&#039;Used for disguises (not yet implemented).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039;&lt;br /&gt;
Will increase Scar rewards 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insight:&#039;&#039;&#039;&lt;br /&gt;
Gives users a bonus to examine creature weaknesses and damage types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigation:&#039;&#039;&#039;&lt;br /&gt;
Used to find traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge:&#039;&#039;&#039;&lt;br /&gt;
Gives players more information about the world when examining things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locksmithing:&#039;&#039;&#039;&lt;br /&gt;
Used for picking locks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine:&#039;&#039;&#039;&lt;br /&gt;
Healing kits heal 1d8 HP + medicine skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perception:&lt;br /&gt;
&#039;&#039;&#039;Used to counter Steath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance:&#039;&#039;&#039;&lt;br /&gt;
Used by bards for their bardsong.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039;&lt;br /&gt;
Gain extra gold from killing monsters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth:&#039;&#039;&#039;&lt;br /&gt;
Determines how well a character can hide from others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tinkering:&#039;&#039;&#039;&lt;br /&gt;
Gives 1% bonus chance per skill level of a refund when crafting in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trapping:&#039;&#039;&#039;&lt;br /&gt;
Used for disabling traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survival:&#039;&#039;&#039;&lt;br /&gt;
Can be used to find information about creatures in the area.&lt;/div&gt;</summary>
		<author><name>ErrantryWar</name></author>
	</entry>
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