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	<updated>2026-05-06T13:03:04Z</updated>
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	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Skills_V2&amp;diff=1595</id>
		<title>Skills V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Skills_V2&amp;diff=1595"/>
		<updated>2026-02-16T09:01:19Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skills represent the talents and knowledge a character accumulates over the course of their career. With the nature of being Risen and the ebbs and flow of Power within the body, one should not expect to retain absolute mastery within a particular set of skills unless they wholly dedicate themselves and do not seek to experiment.&lt;br /&gt;
&lt;br /&gt;
A table of available skills and some examples of use outside of combat is below. In general:  &lt;br /&gt;
*All skills cost 1 point to increase per level for all classes, to a maximum of 1 base rank per level.&lt;br /&gt;
*Bonuses from ability scores, items, spells, etc cannot exceed the value of your invested base ranks. For example, if you have 7 ranks invested into Athletics, you may only gain an additional bonus of +7 from your Strength modifier, item properties, et al, to a total maximum of 14.&lt;br /&gt;
*Most classes gain 6 skill points per level. Bard gains 8, and Rogues gain 10.&lt;br /&gt;
*Intelligence does not give you additional skill points.&lt;br /&gt;
*Unspent skill points on level-up will be automatically assigned to skills into which you have already invested base ranks. You may toggle this behaviour through the use of the command /autolevelskills, and set maximums that this subsystem will invest into an individual skill by the use of the command /autolevelskillcap [skill name] [maximum rank].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Base Attribute&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;General Mechanical Effects&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Found on Loot Type&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Alchemy&lt;br /&gt;
|The ability to combine various reagents to produce mundane and extraordinary effects. Experimenting with dangerous reagents, deciphering an unknown substance&#039;s properties and efficiently utilizing ichor in powerful potions are examples of a character with mastery of alchemy.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Grants a pool of free uses of potions, replenished on rest. The pool equals the user&#039;s total Alchemy score, with each potion consuming points equal to its spell level.&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Arcana&lt;br /&gt;
|The knowledge a character possesses regarding the influence of Power within the arcane and creatures of a magical nature. Recalling complicated arcane theories, determining what unknown magical artifacts are capable of, and directing Power in peculiar arcane rituals are examples of a character well versed in Arcana.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Identifies cast spells, affects counterspell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Arcana skill allows a character to use Wizard/Sorcerer scrolls. Every 4 ranks grants access to 1 spell level of scrolls. If a character has Wizard/Sorcerer levels, any excess ranks beyond those granting access to 5th level scrolls contribute to a pool of free uses of Wizard/Sorcerer scrolls, replenished on rest. Each excess point allows the use of one free spell level of scrolls.&lt;br /&gt;
|Rings&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Athletics&lt;br /&gt;
|The ability of a character to perform feats of physical prowess. Leaping down from a high balcony without injury, holding your breath underwater for long periods of time, and outrunning pursuers over a seemingly endless marshland are hallmark feats of an athletic character.&lt;br /&gt;
|Strength&lt;br /&gt;
|Provides a 1% movespeed bonus per rank when utilizing the &#039;&#039;Dash&#039;&#039; action&lt;br /&gt;
|Chest, Boots&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Coercion&lt;br /&gt;
|The ability of a character to influence others through threats of repercussions such as violence, blackmail, or other undesirable outcomes.  Intimidating your client that your premium rate is well worth it, forcing a politician to change course or have their secrets exposed, and frightening a person to change their ways or risk their immortal soul are examples of a coercive character&#039;s actions.&lt;br /&gt;
|Charisma&lt;br /&gt;
|&lt;br /&gt;
Grants a pool of free item uses for potions and gadgets whose recipes contain Red Ichor, replenished on rest. The pool equals the user&#039;s total Coercion score, with each item consuming points equal to its spell/gadget level.&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Deception&lt;br /&gt;
|The ability of a character to deceive others and tell convincing lies. Convincing townsfolk of a nonexistent threat outside the town gates, forging a convincing merchant contract, and performing a particularly devious feint are examples of a deceptive character&#039;s actions.&lt;br /&gt;
|Charisma&lt;br /&gt;
|Characters can utilize disguises (not yet implemented)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grants a pool of free item uses, 3 points per 4 skill ranks, replenished on rest. Each point may substitute 1 point of any other skill pools when using items.&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Diplomacy&lt;br /&gt;
|The ability to convince, persuade, and coerce others to your line of thinking. Rallying strangers to fight off a common threat, and effectively leveraging political power in a public setting are examples of an influential character&#039;s activities.&lt;br /&gt;
|Charisma&lt;br /&gt;
|&lt;br /&gt;
Grants a pool of free item uses for potions and gadgets whose recipes contain Blue Ichor, replenished on rest. The pool equals the user&#039;s total Diplomacy score, with each item consuming points equal to its spell/gadget level.&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Insight&lt;br /&gt;
|The ability to discern aspects about a person or creature. Finding someone&#039;s tell when they lie, understanding the general traits and tactics of an enemy squadron, and deciphering the true intentions behind someone&#039;s words are examples of an insightful character&#039;s actions.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|Examining creatures you have experience defeating may yield information regarding weaknesses and general enemy type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally grants bonus Stability, +1 per 2 ranks.&lt;br /&gt;
|Head, Belt&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Investigation&lt;br /&gt;
|The ability to discover hidden objects within a room or space. Finding a pressure plate that activates a nearby trap, discovering a clue at the scene of an attempted murder, and rummaging through old tombs to find hidden treasure are hallmark feats of a character skilled in investigation.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Aids &#039;&#039;Detect Mode&#039;&#039; in finding hidden traps and objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Investigation also augments any pools of free item uses generated by the character&#039;s skills, granting a bonus to the pools&#039; capacities by 5% + 1 per 4 skill ranks. This bonus cannot exceed the original maximum capacity of the pool.&lt;br /&gt;
&lt;br /&gt;
|Head, Amulet&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Knowledge&lt;br /&gt;
|General knowledge and the ability to recall and acquire memories regarding a specific field of study, so that you might answer specific or complex questions. This skill can represent a character&#039;s training in a particular profession. It also can represent the ability of a character to acquire knowledge through a currently unexplained phenomenon - where a character may just acquire memories or glimpses of something they normally wouldn&#039;t have business knowing.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|May provide additional information when examining certain objects. May acquire information seemingly at random.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Provides a pool of free scroll/rune/oil/charm uses, 1 point per skill rank, replenished on rest. This pool is consumed at a rate of 1 per spell level. Runes consume 2 points per use, creature type Oils 1 point, and damage type Oils 2 points.&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Medicine&lt;br /&gt;
|The ability to diagnose and treat maladies effecting a creature. Performing field surgery on an ally who took a bolt to the stomach, diagnosing a patient exhibiting unusual symptoms, and producing an antivenom from materials found in the nearby wilderness are example actions of a master in medicine.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|Healing kits may only be used out of combat, and restore a character to full hit points. This action takes 6s to complete. Each rank of Medicine skill reduces this time by 0.25s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally grants a pool of free item uses, replenished on rest. Each point grants 1 free use of a Healer&#039;s Kit, or the use of Green Ichor recipe potions at a cost of 1 point per spell level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, Medicine grants a bonus to outgoing healing effects equal to 1% per rank.&lt;br /&gt;
|Rings&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Nature&lt;br /&gt;
|Familiarity with the natural world, Druidic practices, and the ability to intuit the disposition of natural creatures and guide them towards an intended purpose. Making a hostile creature docile, discovering the abilities of an unknown creature, and guiding a creature to do a particular action are hallmark actions of a master animal handler.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|The Nature skill allows a character to use Druid scrolls. Every 4 ranks grants access to 1 spell level of scrolls. If a character has Druid levels, any excess ranks beyond those granting access to 5th level scrolls contribute to a pool of free uses of Druid scrolls, replenished on rest. Each excess point allows the use of one free spell level of scrolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally used to calm animals, beasts, magical beasts, plants, elementals, and oozes - rendering them non-hostile. The DC is equal to twice the creature&#039;s Threat Level, with an additional +5 DC for creatures of Elite Tier, and +10 for Solo Tier.&lt;br /&gt;
&lt;br /&gt;
|Rings&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Perception&lt;br /&gt;
|The ability to of a character to gain a general awareness of their surroundings through their senses. Locating the source of a peculiar creature noise, spotting the gleam of hidden steel in a stranger&#039;s cloak, and feeling the vibrations of a distant marching warband are all examples of what a particularly perceptive character might be aware of.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|Passively counters Stealth&lt;br /&gt;
|Head, Amulet&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Performance&lt;br /&gt;
|The ability to perform, either through music, dance, oration, or similar talents.&lt;br /&gt;
|Charisma&lt;br /&gt;
|The Performance skill allows a character to use Bard scrolls. Every 4 ranks grants access to 1 spell level of scrolls. If a character has Bard levels, any excess ranks beyond those granting access to 5th level scrolls contribute to a pool of free uses of Bard scrolls, replenished on rest. Each excess point allows the use of one free spell level of scrolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally used to calm humanoids, fey, giants, dragons, and mutations - rendering them non-hostile. The DC is equal to twice the creature&#039;s Threat Level, with an additional +5 DC for creatures of Elite Tier, and +10 for Solo Tier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Religion&lt;br /&gt;
|Knowledge of religious rites and practices, and their theological principles. Undertaking religious rites such as funerals, identifying the purpose of an ancient altar, and making an offering to placate a supernatural being are example actions of a character versed in Religion.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|The Religion skill allows a character to use Cleric scrolls. Every 4 ranks grants access to 1 spell level of scrolls. If a character has Cleric levels, any excess ranks beyond those granting access to 5th level scrolls contribute to a pool of free uses of Cleric scrolls, replenished on rest. Each excess point allows the use of one free spell level of scrolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally used to calm of types undead, outsider, and aberration - rendering them non-hostile. The DC is equal to twice the creature&#039;s Threat Level, with an additional +5 DC for creatures of Elite Tier, and +10 for Solo Tier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Stealth&lt;br /&gt;
|The ability to generally hide oneself from the notice of others. Masking your scent in the wilds to avoid the notice of creatures, blending into a crowd, and creeping along the floor without making noise on creaky floors or broken glass are example actions of a character skilled in stealth.&lt;br /&gt;
|Dexterity&lt;br /&gt;
|Affects &#039;&#039;Stealth Mode&#039;&#039;&lt;br /&gt;
|Boots, Cloak&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Survival&lt;br /&gt;
|The ability to subsist and navigate in the wilderness. Knowing the difference between a tasty mushroom and a lethal one, identifying your prey within a pack of tracks, and constructing shelter and other necessities in the middle of the wilds are example activities of a master survivalist.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|Can be used to find information about creatures in the area using the &#039;&#039;Track&#039;&#039; action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally grants bonus maximum hit points, at a rate of 1 additional hit die per 4 ranks.&lt;br /&gt;
|Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Tinkering&lt;br /&gt;
|The ability to assemble and understand objects made from everyday and unique materials. Prototyping a unique mechanism to control the flows of water in the mill, patching up a collapsing building with nearby objects before the storm hits, and reinforcing a door with a few bits of steel as the enemy charges upstairs are all examples of a master tinker&#039;s activities.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|The Tinkering skill allows one to disable devices such as traps, and may also be used to pick locks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Provides a pool of free gadget uses, 1 point per skill rank, replenished on rest. Using these free gadgets consumes the pool at a rate of 1 per gadget level.&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Ranger_V2&amp;diff=1594</id>
		<title>Ranger V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Ranger_V2&amp;diff=1594"/>
		<updated>2026-02-16T08:50:07Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Beastmaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rangers draw [[&amp;quot;Power&amp;quot;|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|archetypes]] empower 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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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 [[General Mechanics Information#Maneuvers|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 [[Feats#Maneuver: Called Shot|Maneuver: Called Shot]].&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain [[#Archetypes|Archetype]] features, support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 Die:&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Reflex&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Rangers know all available 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;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Maneuver: Called Shot|Maneuver: Called Shot]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Ranged Fighting|Ranged Fighting]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Bonus Feat: Combat Style|Bonus Feat: Combat Style]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Awareness|Awareness]], [[#Favoured Enemy|Favoured Enemy]], [[#Favoured Terrain|Favoured Terrain]], [[#Survival Instinct|Survival Instinct]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Woodland Stride|Woodland Stride]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 ||  [[#Evasion|Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranger Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Called Shot&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger learns the [[Feats#Maneuver: Called Shot|Called Shot]] [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ranged Fighting&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives the [[Feats#Ranged Fighting|Ranged Fighting]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Combat Style&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives a bonus feat with which they may learn an additional Combat Style.&lt;br /&gt;
&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 plus their Wisdom modifier. This is used by class features such as [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] and [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]]. The Ranger recovers 1 &#039;&#039;Awareness&#039;&#039; for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Favoured Enemy&#039;&#039;&#039; ===&lt;br /&gt;
Rangers are famed for their single-minded focus on eliminating threats. Through the use of this ability, the Ranger expends 1 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]] to nominate 3 non-Minion targets as Favoured Enemies - identifying and exposing their weaknesses for themselves and allies to exploit. This inflicts the targets with a [[General_Mechanics_Information#Primed|&#039;&#039;Primed&#039;&#039;]] effect [1d6 / Class Level], and a 20% vulnerability to all damage for 3 rounds. The same target may be selected multiple times, extending the vulnerability duration by another 3 rounds and adding another [[General_Mechanics_Information#Primed|&#039;&#039;Primed&#039;&#039;]] effect on each application.&lt;br /&gt;
&lt;br /&gt;
Targeting yourself with &#039;&#039;Favoured Enemy&#039;&#039; will queue up a charge for automatic application to the next enemy you attack that is not already afflicted by &#039;&#039;Favoured Enemy&#039;&#039;. You may queue a maximum of 3 &#039;&#039;Favoured Enemy&#039;&#039; charges this way.&lt;br /&gt;
&lt;br /&gt;
Cancelling targeting without expending any charges will refund the point of [[#Awareness|&#039;&#039;Awareness&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Favoured Terrain&#039;&#039;&#039; ===&lt;br /&gt;
Masters of the environment, the Ranger may exploit their surroundings to hinder their foes, and grant themselves the advantage. The Ranger possesses 3 uses of &#039;&#039;Favoured Terrain&#039;&#039;, and may expend a use to target a point within 20m, creating a 7m radius zone of &#039;&#039;Favoured Terrain&#039;&#039; at that location for 3 rounds. When this zone expires, the Ranger recovers the use of &#039;&#039;Favoured Terrain&#039;&#039;. Within &#039;&#039;Favoured Terrain&#039;&#039;, the Ranger and their allies receive a physical damage bonus to attacks equal to the Ranger&#039;s Wisdom modifier. In addition, enemies of the Ranger receive a -1 attack bonus penalty, and a 10% movespeed reduction.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Survival Instinct&#039;&#039;&#039; ===&lt;br /&gt;
A Ranger may be spurred to extraordinary feats of self-preservation, should circumstances turn upon them. By consuming 3 points of [[#Awareness|&#039;&#039;Awareness&#039;&#039;]], the Ranger may restore hitpoints equal to 10% of their maximum plus their class level. They proceed to also receive temporary hitpoints equal to the healed amount lasting for 3 rounds, and regeneration every 2 seconds for 3 rounds equal to their Wisdom plus Constitution modifiers.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Woodland Stride&#039;&#039;&#039; ===&lt;br /&gt;
The character is immune to the [[Spells#Entangle|&#039;&#039;Entangle&#039;&#039;]], [[Spells#Grease|&#039;&#039;Grease&#039;&#039;]], [[Spells#Web|&#039;&#039;Web&#039;&#039;]], [[Spells#Spike_Growth|&#039;&#039;Spike Growth&#039;&#039;]], and [[Spells#Vine_Mine|&#039;&#039;Vine Mine&#039;&#039;]] spells.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&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#Endure_Energy|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&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#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#Bear&#039;s_Endurance|Bear&#039;s Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s_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#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#Owl&#039;s_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Energy|Resist Energy]]&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#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#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_Energy|Protection from Energy]]&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;
&lt;br /&gt;
=== &#039;&#039;&#039;Spellcasting Progression&#039;&#039;&#039; ===&lt;br /&gt;
Rangers receive the following number of spell slots per level, with bonus slots possible from a high WIS modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Slots (level 1/level 2/level 3)&lt;br /&gt;
|-&lt;br /&gt;
|1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|5 || 2/1&lt;br /&gt;
|-&lt;br /&gt;
|9 || 3/2/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Predator&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Out here only the strong survive.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Rules of Nature&#039;&#039;&#039;&lt;br /&gt;
| The damage bonus you receive from [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]] is increased by your Strength and Dexterity modifiers.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Bloodshed&#039;&#039;&#039;&lt;br /&gt;
| When you apply [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] to a target, that target is marked for &#039;&#039;Bloodshed&#039;&#039;. Upon next receiving damage, the target begins taking 1d6 + half your Wisdom modifier in Physical damage at frequent intervals - twice per second for the first 2 seconds, once per second for the next 4 seconds, once per two seconds for the next 6 seconds, and finally once per three seconds for 6 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triggering &#039;&#039;Bloodshed&#039;&#039; also grants you one bonus attack per round for 3 rounds. Successive triggers extend the duration.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Violence Breeds Violence&#039;&#039;&#039;&lt;br /&gt;
|When &#039;&#039;Bloodshed&#039;&#039; is triggered, all enemies within your [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]] receive a tick of your &#039;&#039;Bloodshed&#039;&#039; damage, and become &#039;&#039;Primed&#039;&#039; as if they had been marked by [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]].&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;Get off my land.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Home Advantage&#039;&#039;&#039;&lt;br /&gt;
| Whilst within the confines of [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]], you receive a 50% multiplicative immunity to all damage.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Survivalist&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] ability now costs only 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. In addition, any overhealing from [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] is converted into temporary hitpoints (THP) which last 1 minute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
THP that expire through duration from [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] are added to the absorption of a Damage Resistance effect to all damage with a Threshold equal to your combined WIS + CON modifiers, lasting until your next rest.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Dead Set&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] ability now costs only 1 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] you nominate, you receive THP equal to your WIS + CON modifiers. These THP also have a duration of 1 minute. As with [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]], remaining THP are added to the &#039;&#039;Survivalist&#039;&#039; DR effect.&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;
| You 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. If your companion perishes, it may be resummoned using this feat at a cost of 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. This ally is Elite rated, and has a Threat Level equal to your Ranger level. If you also possess the [[#Druid|&#039;&#039;First Words&#039;&#039;]] feature from the [[#Druid|Druid]] [[Druid#Wildspeaker|&#039;&#039;Wildspeaker&#039;&#039;]], your [[#Druid|Druid]] and Ranger levels stack when determining the creature&#039;s Threat Level. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may target the beast with this feat to restore hitpoints equal to its maximum hit points, at a cost of 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. Excess is instead granted as temporary hitpoints lasting one minute, to a maximum of half the creature&#039;s hit point total.&lt;br /&gt;
&lt;br /&gt;
You may target your &#039;&#039;Animal Companion&#039;&#039; with [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] to grant it Auto-Charges, just as if you were targeting yourself.&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;Animal Companion&#039;&#039; benefits from [[#Woodland Stride|&#039;&#039;Woodland Stride&#039;&#039;]], and receives an additional bonus to damage equal to your Ranger level. If you know the [[Feats#Cleave|Cleave]] feat, your &#039;&#039;Animal Companion&#039;&#039; also possesses this feat.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Pack Tactics&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Animal Companion&#039;&#039; now receives benefits based upon the mode selected by the use of this feat, as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: +1 bonus attack per round, +1 physical damage per two levels&lt;br /&gt;
&lt;br /&gt;
Defense: +10% multiplicative physical damage immunity per 2 levels&lt;br /&gt;
&lt;br /&gt;
Furthermore, when you use a [[General Mechanics Information#Maneuvers|Maneuver]] on a creature, your &#039;&#039;Animal Companion&#039;&#039; performs a [[General Mechanics Information#Maneuvers|Maneuver]] on its current target, as defined by its type below.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Maneater&#039;&#039;&#039;&lt;br /&gt;
| Upon a successful attack by your &#039;&#039;Animal Companion&#039;&#039; versus a creature marked with [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]], your &#039;&#039;Animal Companion&#039;&#039; gains a stack of &#039;&#039;Maneater&#039;&#039;. Reaching 10 stacks causes these stacks to be consumed, promoting your &#039;&#039;Animal Companion&#039;&#039; to a Solo-rated creature for 3 rounds. Further successful attacks or kills extend the duration by 1 second apiece.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Animal&lt;br /&gt;
!Role&lt;br /&gt;
!Maneuver&lt;br /&gt;
|-&lt;br /&gt;
|Bear&lt;br /&gt;
|Brute&lt;br /&gt;
|[[Feats#Maneuver: Provoke|Provoke]]&lt;br /&gt;
|-&lt;br /&gt;
|Boar&lt;br /&gt;
|Soldier&lt;br /&gt;
|[[Feats#Maneuver: Provoke|Provoke]]&lt;br /&gt;
|-&lt;br /&gt;
|Wolf&lt;br /&gt;
|Skirmisher&lt;br /&gt;
|[[Feats#Maneuver: Knockdown|Knockdown]]&lt;br /&gt;
|-&lt;br /&gt;
|Hawk&lt;br /&gt;
|Lurker&lt;br /&gt;
|[[Feats#Maneuver: Blind|Blind]]&lt;br /&gt;
|-&lt;br /&gt;
|Lynx&lt;br /&gt;
|Lurker&lt;br /&gt;
|[[Feats#Maneuver: Blind|Blind]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Paladin_V2&amp;diff=1593</id>
		<title>Paladin V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Paladin_V2&amp;diff=1593"/>
		<updated>2026-02-16T00:57:38Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Templar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Paladins draw [[&amp;quot;Power&amp;quot;|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|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your [[#Spell List|spellcasting]], certain [[#Archetypes|Archetype]] features, [[#Divine Grace|Divine Grace]], support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 [[General_Mechanics_Information#Maneuvers|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 Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Paladins know all available 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;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Divine Grace|Divine Grace]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Channel Divinity|Channel Divinity]]: [[Feats#Channel Divinity: Divine Might|Divine Might]]/[[Feats#Channel Divinity: Divine Shield|Divine Shield]], [[#Lay on Hands|Lay on Hands]], [[#Smite|Smite]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Divine Health|Divine Health]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Aura of Courage|Aura of Courage]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paladin Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&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;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 &#039;&#039;Channel Divinity&#039;&#039; 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, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 &#039;&#039;Channel Divinity&#039;&#039; for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Might&#039;&#039;&#039; ===&lt;br /&gt;
The character may spend one &#039;&#039;Channel Divinity&#039;&#039; to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If &#039;&#039;Divine Might&#039;&#039; is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Shield&#039;&#039;&#039; ===&lt;br /&gt;
The character may spend two points of &#039;&#039;Channel Divinity&#039;&#039; to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints. If &#039;&#039;Divine Shield&#039;&#039; is already active, any existing absorption is inherited by the new instance of &#039;&#039;Divine Shield&#039;&#039;. &#039;&#039;Divine Shield&#039;&#039; has a duration of 15 minutes Combat Time.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lay on Hands&#039;&#039;&#039; ===&lt;br /&gt;
Once per round, a Paladin may consume 2 uses of &#039;&#039;Channel Divinity&#039;&#039; to heal themselves or an ally for an amount equal to 3d4 per class level, plus the target&#039;s top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target, and grants immunity to both for 1 minute. If targeting themselves, &#039;&#039;Lay on Hands&#039;&#039; activates instantly, with no action required.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Smite&#039;&#039;&#039; ===&lt;br /&gt;
Once per round, a Paladin may expend 1 use of &#039;&#039;Channel Divinity&#039;&#039; to strike the target of their next normal attack for 2d4 bonus Radiant damage per Paladin class level. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Grace&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin adds half their Paladin level rounded down to their saving throws.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#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#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#Endure_Energy|Endure Energy]]&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#Shield_of_Faith|Shield of Faith]]&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#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#Resist_Energy|Resist Energy]]&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;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spellcasting Progression&#039;&#039;&#039; ===&lt;br /&gt;
Paladins receive the following number of spell slots per level, with bonus slots possible from a high CHA modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Slots (level 1/level 2/level 3)&lt;br /&gt;
|-&lt;br /&gt;
|1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|5 || 2/1&lt;br /&gt;
|-&lt;br /&gt;
|9 || 3/2/1&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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Judge&#039;&#039;&#039;&lt;br /&gt;
| When you [[#Smite|&#039;&#039;Smite&#039;&#039;]] a creature, your [[#Divine Might|&#039;&#039;Divine Might&#039;&#039;]] damage bonus is doubled until its effect expires. In addition, when you [[#Smite|&#039;&#039;Smite&#039;&#039;]] a creature for the first time, the [[#Smite|&#039;&#039;Smite&#039;&#039;]] is executed at no cost. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Jury&#039;&#039;&#039;&lt;br /&gt;
| If you [[#Smite|&#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 Radiant damage each round equal to the [[#Smite|&#039;&#039;Smite&#039;&#039;]] damage broken up into 2 second ticks, 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 [[#Smite|&#039;&#039;Smite&#039;&#039;]], you do additional damage according to its health category: Grazed +2d6, Bloodied +4d8, and Wounded +8d10. This additional damage also strikes enemies within 4m of the slain target and knocks them back 1m.&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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Forge&#039;&#039;&#039;&lt;br /&gt;
| You receive a 30% multiplicative damage immunity to all damage. Whilst your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] is active, this increases to 50%. In addition, your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] now absorbs damage of all types.  &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Anvil&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] now has double the usual absorption limit. Your [[#Smite|&#039;&#039;Smite&#039;&#039;]] now also refreshes your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]]&#039;s duration and changes its Threshold value to your total [[#Smite|&#039;&#039;Smite&#039;&#039;]] damage. &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Tempered&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
If a [[#Smite|&#039;&#039;Smite&#039;&#039;]] expands the Threshold of your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]], the [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] cost of the [[#Smite|&#039;&#039;Smite&#039;&#039;]] is refunded. The [[#Smite|&#039;&#039;Smite&#039;&#039;]]&#039;s damage is also added to your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] absorption.&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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Divine Intervention&#039;&#039;&#039;&lt;br /&gt;
| When you use [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]], the target also gains the effects of your [[#Divine Shield|Divine Shield]] at no cost. Furthermore, any excess healing from your [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] is now granted as temporary hitpoints (THP) with the same duration as [[#Divine Shield|Divine Shield]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, upon using [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]], you gain a free use of [[#Smite|Smite]]. These free uses may stack to a maximum of 3.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Deliverance&#039;&#039;&#039;&lt;br /&gt;
| You may nominate a target with the use of your archetype menu to select a target for &#039;&#039;Deliverance&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For 3 rounds following [[#Smite|Smite]], any Radiant damage you deal is applied as temporary hit points (THP) to your &#039;&#039;Deliverance&#039;&#039; target. These THP possess a duration of 3 rounds. If your &#039;&#039;Deliverance&#039;&#039; target is more than 20m distant, you receive the THP instead.&lt;br /&gt;
&lt;br /&gt;
Using [[#Smite|Smite]] again whilst the duration is active adds another 3 rounds to the duration of &#039;&#039;Deliverance&#039;&#039;, to a total maximum duration of 5 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Salvation&#039;&#039;&#039;&lt;br /&gt;
| When your &#039;&#039;Deliverance&#039;&#039; feature grants temporary hitpoints, it also applies the effects of [[Spells#Restoration|&#039;&#039;Restoration&#039;&#039;]], cleansing the target of negative effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, upon using [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] you grant the target the effects of the [[Spells#Death Ward|&#039;&#039;Death Ward&#039;&#039;]] spell. If the target is dead or dying, you first grant the effects of the [[Spells#Raise Dead|&#039;&#039;Raise Dead&#039;&#039;]] spell.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1592</id>
		<title>Wizard V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1592"/>
		<updated>2026-02-10T03:57:57Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Eldritch Knight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wizards draw [[&amp;quot;Power&amp;quot;|Power]] through a dedicated study of known flows of [[&amp;quot;Power&amp;quot;|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 [[#Revision|&#039;&#039;Revision&#039;&#039;]] or [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]] features. Their poor base defenses are augmented by [[#Contingency|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, [[General Mechanics Information#Metamagic|Metamagic]] and [[General Mechanics Information#Maneuvers|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 [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons ([[#Wizard Weapons|Wizard]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Intelligence (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Scribe Scroll|Scribe Scroll]], [[#Summon Familiar|Summon Familiar]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Contingency|Contingency I]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]], [[#Revision|Revision]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Contingency|Contingency II]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]], [[#Wizard Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Contingency|Contingency III]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Contingency|Contingency IV]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Wizard Bonus Feats|Bonus Feat]], [[#Contingency|Contingency V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wizard Core Mechanics ==&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 consume an amount of &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level, in exchange for not expending that slot. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level. This pool has a capacity equal to 5 + the Wizard&#039;s class level + their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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 that they know, they regain &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level. If they also have that spell memorized but expended, that spell memorization is refreshed. If the spell is memorized but not expended, they regain twice the &#039;&#039;Arcane Focus&#039;&#039;. In addition, if the scroll is used for free due to skills or other means, the [[General Mechanics Information#Stability|Stability]] cost is waived.&lt;br /&gt;
&lt;br /&gt;
The Wizard may also use this feat to target a scroll, converting [[General Mechanics Information#Metamagic|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 [[Feats#Conversion|Conversion]] to restore that spell slot.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Scribe Scroll&#039;&#039;&#039; ===&lt;br /&gt;
Wizards learn the [[Feats#Scribe Scroll|Scribe Scroll]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Summon Familiar&#039;&#039;&#039; ===&lt;br /&gt;
A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster.&lt;br /&gt;
&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 the caster is damaged to the &#039;&#039;Bloodied&#039;&#039; state, the damage is halted at that health state (for example, no damage is taken beyond 50% of total health if receiving damage that takes the Wizard to &#039;&#039;Bloodied&#039;&#039;), and the Wizard automatically gains invisibility and damage resistance effects for 1 minute. The Wizard is also immune to damage for 1s following this activation. This feature may be restored with the expenditure of 5 &#039;&#039;Arcane Focus&#039;&#039;, by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Contingency Effects&lt;br /&gt;
|-&lt;br /&gt;
|2||Invisibility, 6 DR (All Damage: Absorption 80)&lt;br /&gt;
|-&lt;br /&gt;
|4||Invisibility, 12 DR (All Damage: Absorption 100)&lt;br /&gt;
|-&lt;br /&gt;
|6||Invisibility, 18 DR (All Damage: Absorption 120)&lt;br /&gt;
|-&lt;br /&gt;
|8||Invisibility, 24 DR (All Damage: Absorption 140)&lt;br /&gt;
|-&lt;br /&gt;
|10||Invisibility, 30 DR (All Damage: Absorption 160)&lt;br /&gt;
|-&lt;br /&gt;
|}&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 [[General Mechanics Information#Metamagic|Metamagic]] feats.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wizard Weapons&#039;&#039;&#039; ==&lt;br /&gt;
The Wizard may use the club, dagger, light crossbow, and quarterstaff.&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#Daze|Daze]]&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;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&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 Energy]]&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]]&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#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&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#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#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#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 Energy]]&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]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Rebuke|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&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|Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|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#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;
&lt;br /&gt;
=== &#039;&#039;&#039;Evoker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Defenses are only as good as their weakest point.&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;Conjunction&#039;&#039;&#039;&lt;br /&gt;
| You gain a &#039;&#039;Conjunction&#039;&#039; grid, which you may view in your archetype menu (archetype menus may be opened by using your base archetype feat, or the /atmenu command):&lt;br /&gt;
* This grid has 3 rows, and a number of columns equal to your highest spell level.&lt;br /&gt;
* Upon casting a harmful spell with [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]], the grid gains a charge in the highest unfilled cell corresponding to the level of the spell.&lt;br /&gt;
* When a row of this grid is filled, that row is cleared and you gain points of &#039;&#039;Conjunction&#039;&#039; equal to 1 + the combined total of all your spell levels, minus your highest (e.g. a wizard who knows level 5 spells would gain 1+4+3+2+1 = 11 points). Any remaining filled cells in the grid rise to fill empty space.&lt;br /&gt;
* When consuming Evocation spell slots, an amount of Conjunction equal to the spell&#039;s level is expended to refund the slot, and you gain Arcane Focus equal to the spell level.&lt;br /&gt;
* &#039;&#039;Conjunction&#039;&#039; may also be consumed to recover Evocation spell slots, at a cost of 1 per level.&lt;br /&gt;
* You may possess a maximum amount of &#039;&#039;Conjunction&#039;&#039; equal to thrice the value of &#039;&#039;Conjunction&#039;&#039; you receive for completing a row.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Syzygy&#039;&#039;&#039;&lt;br /&gt;
| A &#039;&#039;Syzygy&#039;&#039; counter is added to your archetype menu. When consuming &#039;&#039;Conjunction&#039;&#039; points, your &#039;&#039;Syzygy&#039;&#039; counter is increased by the points consumed. Upon reaching or exceeding 10 in this counter, you gain a charge of &#039;&#039;Astroclasm&#039;&#039;. The counter is then reset to zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain a new ability, &#039;&#039;Astroclasm&#039;&#039;. This ability possesses a maximum capacity of 1 charge. &#039;&#039;Astroclasm&#039;&#039; allows you to nominate a point within 40m, firing an arcing bolt of force toward that location. This bolt explodes on impact, dealing 5 + 5d4 Force damage, plus an additional 1 + 1d4 per point of your Intelligence modifier (Save: Reflex; DC: Spell (L5); Half) in a 10m radius. Creatures must also succeed a Fortitude save or be knocked down for one round. This feature benefits from applicable [[General Mechanics Information#Metamagic|Metamagic]] that you know, at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Binary System&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Astroclasm&#039;&#039; capacity increases to 2. You now gain &#039;&#039;Syzygy&#039;&#039; when filling slots in your &#039;&#039;Conjunction&#039;&#039; grid, equal to the spell level.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Conjurer&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I am not without allies.&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;Reinforcements&#039;&#039;&#039;&lt;br /&gt;
| You gain a new resource pool, &#039;&#039;Reinforcements&#039;&#039;, with a maximum capacity equal to 3 + your Intelligence modifier + the combined spell levels of non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures you have present. When you cast a Conjuration spell, you gain &#039;&#039;Reinforcements&#039;&#039; equal to the spell&#039;s level. Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creatures emerge from this rift at a rate of 1 per second, consuming 1 point of &#039;&#039;Reinforcements&#039;&#039; apiece, with a summon duration of 3 rounds. If your &#039;&#039;Reinforcements&#039;&#039; pool reaches 0, the rift closes. You may also close the rift by targeting yourself with this feature.&lt;br /&gt;
The rift may also be obstructed by creatures occupying its space, provided they do not possess a collision-bypassing effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, you may summon additional creatures beyond your summoning capacity by casting the [[Spells#Summon Creature I|&#039;&#039;Summon Creature&#039;&#039;]] spell whilst at your maximum capacity. These over-capacity &#039;&#039;Reinforcements&#039;&#039; have a duration of 3 rounds, and do not return resources upon expiry.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Shock Troops&#039;&#039;&#039;&lt;br /&gt;
| Upon perishing, your &#039;&#039;Reinforcements&#039;&#039; explode following a delay of 3 seconds, causing the &#039;&#039;Reinforcement&#039;s&#039;&#039; highest hit die in Force damage to creatures within 4m. Should their duration expire, they also explode without delay. This feature benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Vanguarded&#039;&#039;&#039;&lt;br /&gt;
| Your non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures now each possess a duplicate of your &#039;&#039;Contingency&#039;&#039; feature; however, their &#039;&#039;Contingency&#039;&#039; feature does not confer invisibility, nor may it be restored.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Eldritch Knight&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Warded by rune and iron.&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;Launch Sequencer&#039;&#039;&#039;&lt;br /&gt;
| When casting a harmful spell, you also cast any readied non-harmful spells to the right of its slot in your spellbook on yourself. If there is another harmful spell memorised in a slot to the right of the spell slot you used, you instead cast the non-harmful spells in the slots between the two. You may use your archetype menu to disable this feature, and configure whether these automatic spells overwrite the effects of spells that are already active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You also gain two new resource gauges, &#039;&#039;Arcane Flux&#039;&#039; and &#039;&#039;Eldritch Induction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* When casting a harmful spell, you gain &#039;&#039;Arcane Flux&#039;&#039; at a rate of 4% per spell level.&lt;br /&gt;
* When casting a non-harmful spell that does not have a Combat Time duration, you gain &#039;&#039;Arcane Flux&#039;&#039; at a rate of 2% per spell level.&lt;br /&gt;
* Once per round, when making an attack, you convert &#039;&#039;Arcane Flux&#039;&#039; to &#039;&#039;Eldritch Induction&#039;&#039; at a rate dependent on the current score on the &#039;&#039;Arcane Flux&#039;&#039; meter, as indicated in the table below.&lt;br /&gt;
* You may use your archetype menu to consume 5% &#039;&#039;Eldritch Induction&#039;&#039; to restore 1 [[Wizard#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]], or 2 [[General Mechanics Information#Metamagic|&#039;&#039;Metamagic&#039;&#039;]].&lt;br /&gt;
* Your attacks have their damage increased by +1 per 10% &#039;&#039;Eldritch Induction&#039;&#039; you possess, to a maximum of +5.&lt;br /&gt;
* You receive a 30% multiplicative damage immunity to all damage whilst you possess any &#039;&#039;Arcane Flux&#039;&#039;.&lt;br /&gt;
* When you perform a Long Rest, you begin with 10% &#039;&#039;Arcane Flux&#039;&#039; and 50% &#039;&#039;Eldritch Induction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the &#039;&#039;Weapon Proficiency (Martial)&#039;&#039;, &#039;&#039;Weapon Proficiency (Simple)&#039;&#039;, &#039;&#039;Simple Weapon Mastery&#039;&#039;, &#039;&#039;Armor Proficiency (Light)&#039;&#039;, &#039;&#039;Armor Proficiency (Medium)&#039;&#039;, &#039;&#039;Armor Proficiency (Heavy)&#039;&#039;, and &#039;&#039;Proficiency (Shield)&#039;&#039; feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
Arcane Flux Gauge: Flux conversion&lt;br /&gt;
&lt;br /&gt;
0-9%: 1%&lt;br /&gt;
&lt;br /&gt;
10-39%: 6%&lt;br /&gt;
	&lt;br /&gt;
40-69%: 11%&lt;br /&gt;
&lt;br /&gt;
70-100%: 20%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force Feedback&#039;&#039;&#039;&lt;br /&gt;
| When your &#039;&#039;Arcane Flux&#039;&#039; converts into &#039;&#039;Eldritch Induction&#039;&#039;, and you have cast a harmful spell within the last 1m, you gain the &#039;&#039;Force Feedback&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This takes the form of a Retaliation effect with a special 20m Range [Trigger: Attacks/Damage, Damage: [1 + 1d4 Force] * [CON/2], Limit: CON, Duration: 3 rounds, Cooldown: 1s, per-Target].&lt;br /&gt;
&lt;br /&gt;
The effects of this feature benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] feats you know, at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Rune and Iron&#039;&#039;&#039;&lt;br /&gt;
| Your damage immunity from Arcane Flux increases to 50%, and your damage bonus from Eldritch Induction increases to +2 per 10%, to a maximum of +10.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1591</id>
		<title>Wizard V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1591"/>
		<updated>2026-02-10T03:57:47Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Eldritch Knight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wizards draw [[&amp;quot;Power&amp;quot;|Power]] through a dedicated study of known flows of [[&amp;quot;Power&amp;quot;|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 [[#Revision|&#039;&#039;Revision&#039;&#039;]] or [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]] features. Their poor base defenses are augmented by [[#Contingency|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, [[General Mechanics Information#Metamagic|Metamagic]] and [[General Mechanics Information#Maneuvers|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 [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons ([[#Wizard Weapons|Wizard]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Intelligence (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Scribe Scroll|Scribe Scroll]], [[#Summon Familiar|Summon Familiar]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Contingency|Contingency I]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]], [[#Revision|Revision]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Contingency|Contingency II]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]], [[#Wizard Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Contingency|Contingency III]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Contingency|Contingency IV]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Wizard Bonus Feats|Bonus Feat]], [[#Contingency|Contingency V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wizard Core Mechanics ==&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 consume an amount of &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level, in exchange for not expending that slot. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level. This pool has a capacity equal to 5 + the Wizard&#039;s class level + their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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 that they know, they regain &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level. If they also have that spell memorized but expended, that spell memorization is refreshed. If the spell is memorized but not expended, they regain twice the &#039;&#039;Arcane Focus&#039;&#039;. In addition, if the scroll is used for free due to skills or other means, the [[General Mechanics Information#Stability|Stability]] cost is waived.&lt;br /&gt;
&lt;br /&gt;
The Wizard may also use this feat to target a scroll, converting [[General Mechanics Information#Metamagic|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 [[Feats#Conversion|Conversion]] to restore that spell slot.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Scribe Scroll&#039;&#039;&#039; ===&lt;br /&gt;
Wizards learn the [[Feats#Scribe Scroll|Scribe Scroll]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Summon Familiar&#039;&#039;&#039; ===&lt;br /&gt;
A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster.&lt;br /&gt;
&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 the caster is damaged to the &#039;&#039;Bloodied&#039;&#039; state, the damage is halted at that health state (for example, no damage is taken beyond 50% of total health if receiving damage that takes the Wizard to &#039;&#039;Bloodied&#039;&#039;), and the Wizard automatically gains invisibility and damage resistance effects for 1 minute. The Wizard is also immune to damage for 1s following this activation. This feature may be restored with the expenditure of 5 &#039;&#039;Arcane Focus&#039;&#039;, by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Contingency Effects&lt;br /&gt;
|-&lt;br /&gt;
|2||Invisibility, 6 DR (All Damage: Absorption 80)&lt;br /&gt;
|-&lt;br /&gt;
|4||Invisibility, 12 DR (All Damage: Absorption 100)&lt;br /&gt;
|-&lt;br /&gt;
|6||Invisibility, 18 DR (All Damage: Absorption 120)&lt;br /&gt;
|-&lt;br /&gt;
|8||Invisibility, 24 DR (All Damage: Absorption 140)&lt;br /&gt;
|-&lt;br /&gt;
|10||Invisibility, 30 DR (All Damage: Absorption 160)&lt;br /&gt;
|-&lt;br /&gt;
|}&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 [[General Mechanics Information#Metamagic|Metamagic]] feats.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wizard Weapons&#039;&#039;&#039; ==&lt;br /&gt;
The Wizard may use the club, dagger, light crossbow, and quarterstaff.&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#Daze|Daze]]&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;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&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 Energy]]&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]]&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#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&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#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#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#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 Energy]]&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]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Rebuke|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&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|Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|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#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;
&lt;br /&gt;
=== &#039;&#039;&#039;Evoker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Defenses are only as good as their weakest point.&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;Conjunction&#039;&#039;&#039;&lt;br /&gt;
| You gain a &#039;&#039;Conjunction&#039;&#039; grid, which you may view in your archetype menu (archetype menus may be opened by using your base archetype feat, or the /atmenu command):&lt;br /&gt;
* This grid has 3 rows, and a number of columns equal to your highest spell level.&lt;br /&gt;
* Upon casting a harmful spell with [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]], the grid gains a charge in the highest unfilled cell corresponding to the level of the spell.&lt;br /&gt;
* When a row of this grid is filled, that row is cleared and you gain points of &#039;&#039;Conjunction&#039;&#039; equal to 1 + the combined total of all your spell levels, minus your highest (e.g. a wizard who knows level 5 spells would gain 1+4+3+2+1 = 11 points). Any remaining filled cells in the grid rise to fill empty space.&lt;br /&gt;
* When consuming Evocation spell slots, an amount of Conjunction equal to the spell&#039;s level is expended to refund the slot, and you gain Arcane Focus equal to the spell level.&lt;br /&gt;
* &#039;&#039;Conjunction&#039;&#039; may also be consumed to recover Evocation spell slots, at a cost of 1 per level.&lt;br /&gt;
* You may possess a maximum amount of &#039;&#039;Conjunction&#039;&#039; equal to thrice the value of &#039;&#039;Conjunction&#039;&#039; you receive for completing a row.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Syzygy&#039;&#039;&#039;&lt;br /&gt;
| A &#039;&#039;Syzygy&#039;&#039; counter is added to your archetype menu. When consuming &#039;&#039;Conjunction&#039;&#039; points, your &#039;&#039;Syzygy&#039;&#039; counter is increased by the points consumed. Upon reaching or exceeding 10 in this counter, you gain a charge of &#039;&#039;Astroclasm&#039;&#039;. The counter is then reset to zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain a new ability, &#039;&#039;Astroclasm&#039;&#039;. This ability possesses a maximum capacity of 1 charge. &#039;&#039;Astroclasm&#039;&#039; allows you to nominate a point within 40m, firing an arcing bolt of force toward that location. This bolt explodes on impact, dealing 5 + 5d4 Force damage, plus an additional 1 + 1d4 per point of your Intelligence modifier (Save: Reflex; DC: Spell (L5); Half) in a 10m radius. Creatures must also succeed a Fortitude save or be knocked down for one round. This feature benefits from applicable [[General Mechanics Information#Metamagic|Metamagic]] that you know, at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Binary System&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Astroclasm&#039;&#039; capacity increases to 2. You now gain &#039;&#039;Syzygy&#039;&#039; when filling slots in your &#039;&#039;Conjunction&#039;&#039; grid, equal to the spell level.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Conjurer&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I am not without allies.&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;Reinforcements&#039;&#039;&#039;&lt;br /&gt;
| You gain a new resource pool, &#039;&#039;Reinforcements&#039;&#039;, with a maximum capacity equal to 3 + your Intelligence modifier + the combined spell levels of non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures you have present. When you cast a Conjuration spell, you gain &#039;&#039;Reinforcements&#039;&#039; equal to the spell&#039;s level. Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creatures emerge from this rift at a rate of 1 per second, consuming 1 point of &#039;&#039;Reinforcements&#039;&#039; apiece, with a summon duration of 3 rounds. If your &#039;&#039;Reinforcements&#039;&#039; pool reaches 0, the rift closes. You may also close the rift by targeting yourself with this feature.&lt;br /&gt;
The rift may also be obstructed by creatures occupying its space, provided they do not possess a collision-bypassing effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, you may summon additional creatures beyond your summoning capacity by casting the [[Spells#Summon Creature I|&#039;&#039;Summon Creature&#039;&#039;]] spell whilst at your maximum capacity. These over-capacity &#039;&#039;Reinforcements&#039;&#039; have a duration of 3 rounds, and do not return resources upon expiry.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Shock Troops&#039;&#039;&#039;&lt;br /&gt;
| Upon perishing, your &#039;&#039;Reinforcements&#039;&#039; explode following a delay of 3 seconds, causing the &#039;&#039;Reinforcement&#039;s&#039;&#039; highest hit die in Force damage to creatures within 4m. Should their duration expire, they also explode without delay. This feature benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Vanguarded&#039;&#039;&#039;&lt;br /&gt;
| Your non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures now each possess a duplicate of your &#039;&#039;Contingency&#039;&#039; feature; however, their &#039;&#039;Contingency&#039;&#039; feature does not confer invisibility, nor may it be restored.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Eldritch Knight&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Warded by rune and iron.&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;Launch Sequencer&#039;&#039;&#039;&lt;br /&gt;
| When casting a harmful spell, you also cast any readied non-harmful spells to the right of its slot in your spellbook on yourself. If there is another harmful spell memorised in a slot to the right of the spell slot you used, you instead cast the non-harmful spells in the slots between the two. You may use your archetype menu to disable this feature, and configure whether these automatic spells overwrite the effects of spells that are already active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You also gain two new resource gauges, &#039;&#039;Arcane Flux&#039;&#039; and &#039;&#039;Eldritch Induction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* When casting a harmful spell, you gain &#039;&#039;Arcane Flux&#039;&#039; at a rate of 4% per spell level.&lt;br /&gt;
* When casting a non-harmful spell that does not have a Combat Time duration, you gain &#039;&#039;Arcane Flux&#039;&#039; at a rate of 2% per spell level.&lt;br /&gt;
* Once per round, when making an attack, you convert &#039;&#039;Arcane Flux&#039;&#039; to &#039;&#039;Eldritch Induction&#039;&#039; at a rate dependent on the current score on the &#039;&#039;Arcane Flux&#039;&#039; meter, as indicated in the table below.&lt;br /&gt;
* You may use your archetype menu to consume 5% &#039;&#039;Eldritch Induction&#039;&#039; to restore 1 [[Wizard#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]], or 2 [[General Mechanics Information#Metamagic|&#039;&#039;Metamagic&#039;&#039;]].&lt;br /&gt;
* Your attacks have their damage increased by +1 per 10% &#039;&#039;Eldritch Induction&#039;&#039; you possess, to a maximum of +5.&lt;br /&gt;
* You receive a 30% multiplicative damage immunity to all damage whilst you possess any &#039;&#039;Arcane Flux&#039;&#039;.&lt;br /&gt;
* When you perform a Long Rest, you begin with 10% &#039;&#039;Arcane Flux&#039;&#039; and 50% &#039;&#039;Eldritch Induction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the &#039;&#039;Weapon Proficiency (Martial)&#039;&#039;, &#039;&#039;Weapon Proficiency (Simple)&#039;&#039;, &#039;&#039;Simple Weapon Mastery&#039;&#039;, &#039;&#039;Armor Proficiency (Light)&#039;&#039;, &#039;&#039;Armor Proficiency (Medium)&#039;&#039;, &#039;&#039;Armor Proficiency (Heavy)&#039;&#039;, and &#039;&#039;Proficiency (Shield)&#039;&#039; feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
Arcane Flux Gauge: Flux conversion&lt;br /&gt;
&lt;br /&gt;
0-9%: 1%&lt;br /&gt;
&lt;br /&gt;
10-39%: 6%&lt;br /&gt;
	&lt;br /&gt;
40-69%: 11%&lt;br /&gt;
&lt;br /&gt;
70-100%: 20%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force Feedback&#039;&#039;&#039;&lt;br /&gt;
| When your &#039;&#039;Arcane Flux&#039;&#039; converts into &#039;&#039;Eldritch Induction&#039;&#039;, and you have cast a harmful spell within the last 1m, you gain the &#039;&#039;Force Feedback&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
This takes the form of a Retaliation effect with a special 20m Range [Trigger: Attacks/Damage, Damage: [1 + 1d4 Force] * [CON/2], Limit: CON, Duration: 3 rounds, Cooldown: 1s, per-Target].&lt;br /&gt;
&lt;br /&gt;
The effects of this feature benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] feats you know, at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Rune and Iron&#039;&#039;&#039;&lt;br /&gt;
| Your damage immunity from Arcane Flux increases to 50%, and your damage bonus from Eldritch Induction increases to +2 per 10%, to a maximum of +10.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1590</id>
		<title>Wizard V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1590"/>
		<updated>2026-02-10T02:25:11Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Eldritch Knight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wizards draw [[&amp;quot;Power&amp;quot;|Power]] through a dedicated study of known flows of [[&amp;quot;Power&amp;quot;|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 [[#Revision|&#039;&#039;Revision&#039;&#039;]] or [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]] features. Their poor base defenses are augmented by [[#Contingency|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, [[General Mechanics Information#Metamagic|Metamagic]] and [[General Mechanics Information#Maneuvers|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 [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons ([[#Wizard Weapons|Wizard]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Intelligence (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Scribe Scroll|Scribe Scroll]], [[#Summon Familiar|Summon Familiar]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Contingency|Contingency I]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]], [[#Revision|Revision]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Contingency|Contingency II]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]], [[#Wizard Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Contingency|Contingency III]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Contingency|Contingency IV]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Wizard Bonus Feats|Bonus Feat]], [[#Contingency|Contingency V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wizard Core Mechanics ==&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 consume an amount of &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level, in exchange for not expending that slot. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level. This pool has a capacity equal to 5 + the Wizard&#039;s class level + their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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 that they know, they regain &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level. If they also have that spell memorized but expended, that spell memorization is refreshed. If the spell is memorized but not expended, they regain twice the &#039;&#039;Arcane Focus&#039;&#039;. In addition, if the scroll is used for free due to skills or other means, the [[General Mechanics Information#Stability|Stability]] cost is waived.&lt;br /&gt;
&lt;br /&gt;
The Wizard may also use this feat to target a scroll, converting [[General Mechanics Information#Metamagic|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 [[Feats#Conversion|Conversion]] to restore that spell slot.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Scribe Scroll&#039;&#039;&#039; ===&lt;br /&gt;
Wizards learn the [[Feats#Scribe Scroll|Scribe Scroll]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Summon Familiar&#039;&#039;&#039; ===&lt;br /&gt;
A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster.&lt;br /&gt;
&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 the caster is damaged to the &#039;&#039;Bloodied&#039;&#039; state, the damage is halted at that health state (for example, no damage is taken beyond 50% of total health if receiving damage that takes the Wizard to &#039;&#039;Bloodied&#039;&#039;), and the Wizard automatically gains invisibility and damage resistance effects for 1 minute. The Wizard is also immune to damage for 1s following this activation. This feature may be restored with the expenditure of 5 &#039;&#039;Arcane Focus&#039;&#039;, by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Contingency Effects&lt;br /&gt;
|-&lt;br /&gt;
|2||Invisibility, 6 DR (All Damage: Absorption 80)&lt;br /&gt;
|-&lt;br /&gt;
|4||Invisibility, 12 DR (All Damage: Absorption 100)&lt;br /&gt;
|-&lt;br /&gt;
|6||Invisibility, 18 DR (All Damage: Absorption 120)&lt;br /&gt;
|-&lt;br /&gt;
|8||Invisibility, 24 DR (All Damage: Absorption 140)&lt;br /&gt;
|-&lt;br /&gt;
|10||Invisibility, 30 DR (All Damage: Absorption 160)&lt;br /&gt;
|-&lt;br /&gt;
|}&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 [[General Mechanics Information#Metamagic|Metamagic]] feats.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wizard Weapons&#039;&#039;&#039; ==&lt;br /&gt;
The Wizard may use the club, dagger, light crossbow, and quarterstaff.&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#Daze|Daze]]&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;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&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 Energy]]&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]]&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#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&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#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#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#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 Energy]]&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]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Rebuke|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&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|Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|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#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;
&lt;br /&gt;
=== &#039;&#039;&#039;Evoker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Defenses are only as good as their weakest point.&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;Conjunction&#039;&#039;&#039;&lt;br /&gt;
| You gain a &#039;&#039;Conjunction&#039;&#039; grid, which you may view in your archetype menu (archetype menus may be opened by using your base archetype feat, or the /atmenu command):&lt;br /&gt;
* This grid has 3 rows, and a number of columns equal to your highest spell level.&lt;br /&gt;
* Upon casting a harmful spell with [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]], the grid gains a charge in the highest unfilled cell corresponding to the level of the spell.&lt;br /&gt;
* When a row of this grid is filled, that row is cleared and you gain points of &#039;&#039;Conjunction&#039;&#039; equal to 1 + the combined total of all your spell levels, minus your highest (e.g. a wizard who knows level 5 spells would gain 1+4+3+2+1 = 11 points). Any remaining filled cells in the grid rise to fill empty space.&lt;br /&gt;
* When consuming Evocation spell slots, an amount of Conjunction equal to the spell&#039;s level is expended to refund the slot, and you gain Arcane Focus equal to the spell level.&lt;br /&gt;
* &#039;&#039;Conjunction&#039;&#039; may also be consumed to recover Evocation spell slots, at a cost of 1 per level.&lt;br /&gt;
* You may possess a maximum amount of &#039;&#039;Conjunction&#039;&#039; equal to thrice the value of &#039;&#039;Conjunction&#039;&#039; you receive for completing a row.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Syzygy&#039;&#039;&#039;&lt;br /&gt;
| A &#039;&#039;Syzygy&#039;&#039; counter is added to your archetype menu. When consuming &#039;&#039;Conjunction&#039;&#039; points, your &#039;&#039;Syzygy&#039;&#039; counter is increased by the points consumed. Upon reaching or exceeding 10 in this counter, you gain a charge of &#039;&#039;Astroclasm&#039;&#039;. The counter is then reset to zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain a new ability, &#039;&#039;Astroclasm&#039;&#039;. This ability possesses a maximum capacity of 1 charge. &#039;&#039;Astroclasm&#039;&#039; allows you to nominate a point within 40m, firing an arcing bolt of force toward that location. This bolt explodes on impact, dealing 5 + 5d4 Force damage, plus an additional 1 + 1d4 per point of your Intelligence modifier (Save: Reflex; DC: Spell (L5); Half) in a 10m radius. Creatures must also succeed a Fortitude save or be knocked down for one round. This feature benefits from applicable [[General Mechanics Information#Metamagic|Metamagic]] that you know, at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Binary System&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Astroclasm&#039;&#039; capacity increases to 2. You now gain &#039;&#039;Syzygy&#039;&#039; when filling slots in your &#039;&#039;Conjunction&#039;&#039; grid, equal to the spell level.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Conjurer&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I am not without allies.&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;Reinforcements&#039;&#039;&#039;&lt;br /&gt;
| You gain a new resource pool, &#039;&#039;Reinforcements&#039;&#039;, with a maximum capacity equal to 3 + your Intelligence modifier + the combined spell levels of non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures you have present. When you cast a Conjuration spell, you gain &#039;&#039;Reinforcements&#039;&#039; equal to the spell&#039;s level. Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creatures emerge from this rift at a rate of 1 per second, consuming 1 point of &#039;&#039;Reinforcements&#039;&#039; apiece, with a summon duration of 3 rounds. If your &#039;&#039;Reinforcements&#039;&#039; pool reaches 0, the rift closes. You may also close the rift by targeting yourself with this feature.&lt;br /&gt;
The rift may also be obstructed by creatures occupying its space, provided they do not possess a collision-bypassing effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, you may summon additional creatures beyond your summoning capacity by casting the [[Spells#Summon Creature I|&#039;&#039;Summon Creature&#039;&#039;]] spell whilst at your maximum capacity. These over-capacity &#039;&#039;Reinforcements&#039;&#039; have a duration of 3 rounds, and do not return resources upon expiry.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Shock Troops&#039;&#039;&#039;&lt;br /&gt;
| Upon perishing, your &#039;&#039;Reinforcements&#039;&#039; explode following a delay of 3 seconds, causing the &#039;&#039;Reinforcement&#039;s&#039;&#039; highest hit die in Force damage to creatures within 4m. Should their duration expire, they also explode without delay. This feature benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Vanguarded&#039;&#039;&#039;&lt;br /&gt;
| Your non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures now each possess a duplicate of your &#039;&#039;Contingency&#039;&#039; feature; however, their &#039;&#039;Contingency&#039;&#039; feature does not confer invisibility, nor may it be restored.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Eldritch Knight&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Warded by rune and iron.&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;Launch Sequencer&#039;&#039;&#039;&lt;br /&gt;
| When casting a harmful spell, you also cast any readied non-harmful spells to the right of its slot in your spellbook on yourself. If there is another harmful spell memorised in a slot to the right of the spell slot you used, you instead cast the non-harmful spells in the slots between the two. You may use your archetype menu to disable this feature, and configure whether these automatic spells overwrite the effects of spells that are already active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You also gain two new resource gauges, &#039;&#039;Arcane Flux&#039;&#039; and &#039;&#039;Eldritch Induction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* When casting a harmful spell or a non-harmful spell that does not have a Combat Time duration, you gain &#039;&#039;Arcane Flux&#039;&#039; at a rate of 4% per spell level.&lt;br /&gt;
* Once per round, when making an attack, you convert &#039;&#039;Arcane Flux&#039;&#039; to &#039;&#039;Eldritch Induction&#039;&#039; at a rate dependent on the current score on the &#039;&#039;Arcane Flux&#039;&#039; meter, as indicated in the table below.&lt;br /&gt;
* You may use your archetype menu to consume 5% &#039;&#039;Eldritch Induction&#039;&#039; to restore 1 [[Wizard#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]], or 2 [[General Mechanics Information#Metamagic|&#039;&#039;Metamagic&#039;&#039;]].&lt;br /&gt;
* Your attacks have their damage increased by +1 per 10% &#039;&#039;Eldritch Induction&#039;&#039; you possess, to a maximum of +5.&lt;br /&gt;
* You receive a 30% multiplicative damage immunity to all damage whilst you possess any &#039;&#039;Arcane Flux&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the &#039;&#039;Weapon Proficiency (Martial)&#039;&#039;, &#039;&#039;Weapon Proficiency (Simple)&#039;&#039;, &#039;&#039;Simple Weapon Mastery&#039;&#039;, &#039;&#039;Armor Proficiency (Light)&#039;&#039;, &#039;&#039;Armor Proficiency (Medium)&#039;&#039;, &#039;&#039;Armor Proficiency (Heavy)&#039;&#039;, and &#039;&#039;Proficiency (Shield)&#039;&#039; feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
Arcane Flux Gauge: Flux conversion&lt;br /&gt;
&lt;br /&gt;
0-9%: 1%&lt;br /&gt;
&lt;br /&gt;
10-39%: 6%&lt;br /&gt;
	&lt;br /&gt;
40-69%: 11%&lt;br /&gt;
&lt;br /&gt;
70-100%: 20%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force Feedback&#039;&#039;&#039;&lt;br /&gt;
| When your &#039;&#039;Arcane Flux&#039;&#039; converts into &#039;&#039;Eldritch Induction&#039;&#039;, and you have cast a harmful spell within the last 1m, you gain the &#039;&#039;Force Feedback&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
This takes the form of a Retaliation effect with a special 20m Range [Trigger: Attacks/Damage, Damage: [1 + 1d4 Force] * [CON/2], Limit: CON, Duration: 3 rounds, Cooldown: 1s, per-Target].&lt;br /&gt;
&lt;br /&gt;
The effects of this feature benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] feats you know, at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Rune and Iron&#039;&#039;&#039;&lt;br /&gt;
| Your damage immunity from Arcane Flux increases to 50%, and your damage bonus from Eldritch Induction increases to +2 per 10%, to a maximum of +10.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Sorcerer_V2&amp;diff=1589</id>
		<title>Sorcerer V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Sorcerer_V2&amp;diff=1589"/>
		<updated>2026-02-09T19:27:30Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Spellsword */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorcerers draw [[&amp;quot;Power&amp;quot;|Power]] through intuitive means, plucking flowing [[&amp;quot;Power&amp;quot;|Power]] from their surroundings into the shape of the spell the [[&amp;quot;Power&amp;quot;|Power]] wants to be. They possess a smaller selection of spells than a [[Wizard|Wizard]], but their mastery of [[General Mechanics Information#Metamagic|Metamagic]] allows them to get the most out of their [[#Spell List|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 [[General Mechanics Information#Metamagic|Metamagic]] capacity. It also contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 [[General Mechanics Information#Maneuvers|Maneuver]] pool, [[General Mechanics Information#Metamagic|Metamagic]] pool, and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save and maximum [[General Mechanics Information#Metamagic|Metamagic]] pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&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;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Sorcerers learn new spells each level, and may swap out previously learned spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Ablation|Ablation]], [[#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Font of Magic|Font of Magic I]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Font of Magic|Font of Magic II]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Font of Magic|Font of Magic III]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Spell List|Spellcasting Level 4]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Font of Magic|Font of Magic IV]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Font of Magic|Font of Magic V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Ablation&#039;&#039;&#039; ===&lt;br /&gt;
Ablation: The Sorcerer fortifies themselves with arcane energy, absorbing incoming blows. While active, this feat converts 1 [[General Mechanics Information#Metamagic|Metamagic]] into [10 + Sorcerer Level] temporary hit points per second. Using this feat again halts the conversion, as does consuming the full [[General Mechanics Information#Metamagic|Metamagic]] supply.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&lt;br /&gt;
&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 [[&amp;quot;Power&amp;quot;|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;
!Class Level&lt;br /&gt;
!Metamagic Bonus&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|When you use the [[Feats#Conversion|Conversion]] [[General Mechanics Information#Metamagic|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 [[Feats#Empower Spell|Empower Spell]] [[General Mechanics Information#Metamagic|Metamagic]], the Sorcerer receives a refund of 1 [[General Mechanics Information#Metamagic|Metamagic]] upon casting a spell.&lt;br /&gt;
|-&lt;br /&gt;
|4 || Bonus [[General Mechanics Information#Metamagic|Metamagic]] Feat&lt;br /&gt;
|-&lt;br /&gt;
|6 || +3 [[General Mechanics Information#Metamagic|Metamagic]] Capacity&lt;br /&gt;
|-&lt;br /&gt;
|8 || Bonus [[General Mechanics Information#Metamagic|Metamagic]] Feat&lt;br /&gt;
|-&lt;br /&gt;
|10 || When using the [[Feats#Conversion|Conversion]] [[General Mechanics Information#Metamagic|Metamagic]] feat to restore your Sorcerer spells, you regain 1 point of [[General Mechanics Information#Metamagic|Metamagic]].&lt;br /&gt;
|-&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#Daze|Daze]]&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;
|&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_Rebuke|Elemental Rebuke]]&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;
&lt;br /&gt;
=== &#039;&#039;&#039;Conduit&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;[STATIC]&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;Dynamo&#039;&#039;&#039;&lt;br /&gt;
| Upon casting a harmful Sorcerer spell, you gain a free cast of a harmful spell one spell level higher than that which was cast.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Capacitance&#039;&#039;&#039;&lt;br /&gt;
| You gain a pool of Capacitance, with a maximum capacity equal to your [[General Mechanics Information#Metamagic|Metamagic]] capacity. This pool gains points when you cast a Sorcerer spell, equal to the spell&#039;s level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using this feat, you may target a point within 20m to unleash this stored power in a 1.5m wide beam of raw energy:&lt;br /&gt;
* The type of damage caused by the beam is Force by default, but may be changed to Fire, Cold, Acid, or Lightning by using the feat to target a Rune of the appropriate type. Target yourself to reset the type to Force.&lt;br /&gt;
* This beam causes damage to all creatures and objects within it at a rate of 3d6 per tick, with four ticks per second. The beam consumes 1 point of &#039;&#039;Capacitance&#039;&#039; per tick. While this beam is active, you are immobilised.&lt;br /&gt;
* You may click a point while the beam is active, and the beam&#039;s end-point will travel to that point at your standard walking speed.&lt;br /&gt;
* The beam benefits from all applicable [[General Mechanics Information#Metamagic|Metamagic]] feats you know, at no extra cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; The beam cannot be halted until &#039;&#039;Capacitance&#039;&#039; is depleted.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Unlimited Power&#039;&#039;&#039;&lt;br /&gt;
| You now gain bonus &#039;&#039;Capacitance&#039;&#039; whilst unleashing the beam for each point of [[General Mechanics Information#Metamagic|Metamagic]] spent on &#039;&#039;Ablation&#039;&#039;, and each minion slain.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spellsword&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Steel and Sorcery given form.&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;Spellbinding&#039;&#039;&#039;&lt;br /&gt;
| You become capable of casting spells via your weapon attacks. By the use of your archetype menu, you may designate a harmful spell that will be cast by your next attack. This feature possesses a cooldown period of one round, halved if the spell is cast with the [[Feats#Quicken Spell|&#039;&#039;Quicken Spell&#039;&#039;]] [[General Mechanics Information#Metamagic|Metamagic]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon casting a harmful Sorcerer spell without &#039;&#039;Spellbinding&#039;&#039;, you gain a &#039;&#039;Freecast&#039;&#039; effect - allowing a use of &#039;&#039;Spellbinding&#039;&#039; at each spell level you know at or below the level of the spell that was cast (e.g casting a level 3 spell will grant a free &#039;&#039;Spellbinding&#039;&#039; cast at levels 3, 2, and 1). These free spellcasts have a duration of one minute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the &#039;&#039;Martial Weapon Proficiency&#039;&#039;, &#039;&#039;Simple Weapon Mastery&#039;&#039;, &#039;&#039;Armor Proficiency (Light)&#039;&#039;, &#039;&#039;Armor Proficiency (Medium)&#039;&#039;, and &#039;&#039;Shield Proficiency&#039;&#039; feats, if you do not already possess them.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Wreathing&#039;&#039;&#039;&lt;br /&gt;
| You learn to wreathe yourself and your weapons in the residual energies of your spells. Upon casting a harmful Sorcerer spell, you gain the &#039;&#039;Wreathing&#039;&#039; effect - granting one bonus attack per round, and your Sorcerer level in Force damage to your weapon attacks.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Flourishing Synergy&#039;&#039;&#039;&lt;br /&gt;
| When gaining a &#039;&#039;Freecast&#039;&#039; effect from &#039;&#039;Spellbinding&#039;&#039;, you gain two free spellcasts per spell level instead of one.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Summoner&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Meet my friend.&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;Harmony&#039;&#039;&#039;&lt;br /&gt;
| Your first summoned creature is created at the &#039;&#039;Elite&#039;&#039; tier, and receives a damage bonus equal to your Charisma modifier. If your summon under the effects of &#039;&#039;Harmony&#039;&#039; perishes, the next summoned creature receives the effects of &#039;&#039;Harmony&#039;&#039; instead.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Proxy&#039;&#039;&#039;&lt;br /&gt;
| Toggling this ability on will cause any harmful spells you cast to instead be cast by your summoned creature under the effects of &#039;&#039;Harmony&#039;&#039;. Spells that create cones or lines will teleport the summon to your location before casting. Upon casting the spell, the creature receives a bonus for 1 minute according to its role, as detailed in the table below. This bonus receives an increment equal to half your Sorcerer level (rounded down) - i.e. a level 7 Sorcerer&#039;s Brute summon would receive a +6 Force Damage bonus. Spells cast this way use your spell DC, and benefit from any [[General Mechanics Information#Metamagic|Metamagic]] feats you know at no additional cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery:&#039;&#039;&#039; +1 Attack Bonus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brute:&#039;&#039;&#039; +2 Force Damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controller:&#039;&#039;&#039; +1 DCs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurker:&#039;&#039;&#039; +1d6 Force Damage on Sneak Attacks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skirmisher:&#039;&#039;&#039; +1 Force Damage / +10% Movespeed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soldier:&#039;&#039;&#039; 10% Physical Damage Immunity&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Eidolon&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Harmony&#039;&#039; summoned creatures are now created at the &#039;&#039;Solo&#039;&#039; tier.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Rogue_V2&amp;diff=1588</id>
		<title>Rogue V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Rogue_V2&amp;diff=1588"/>
		<updated>2026-02-07T01:04:23Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Gadgeteer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rogues draw [[&amp;quot;Power&amp;quot;|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are potent skirmishers who benefit from attacking flat-footed opponents and have the unique ability to utilize any scroll and a selection of rogue-only throwable objects - provided they have the stability to support it. Rogue [[#Archetypes|archetypes]] allow them to become an avoidance-based tank, a deadly mobile assassin, or unique trinket and explosion specialist. &lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with finesse weapons, using most [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Blind|Blind]], and maximizing AC from lighter armors. It also provides bonuses to your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your physical damage, carrying capacity and improves your Fortitude 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 [[General Mechanics Information#Maneuvers|Maneuver]] pool, certain [[#Archetypes|archetype]] abilities and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save and certain [[#Archetypes|archetype]] abilities.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), [[#Rogue Weapons|Weapons (Rogue)]]&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 10&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw&#039;&#039;&#039;: Reflex&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Sneak Attack|Sneak Attack 1d6]], [[#Maneuver: Blind|Maneuver: Blind]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Sneak Attack|Sneak Attack 3d6]], [[#Evasion|Evasion]], [[#Self Concealment|Self Concealment I]], [[#Moxie|Moxie]], [[#Defensive Roll|Defensive Roll]], [[#Use Magic Device|Use Magic Device]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Sneak Attack|Sneak Attack 4d6]], [[#Uncanny Dodge II|Uncanny Dodge II]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Self Concealment|Self Concealment II]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Sneak Attack|Sneak Attack 5d6]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Sneak Attack|Sneak Attack 7d6]], [[#Self Concealment|Self Concealment III]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rogue Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Moxie&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue possesses a pool of &#039;&#039;Moxie&#039;&#039;, with which they can perform various feats. The Rogue recovers 1 &#039;&#039;Moxie&#039;&#039; for every 3 enemies slain, and has a maximum &#039;&#039;Moxie&#039;&#039; capacity equal to their class level plus Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; ===&lt;br /&gt;
Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character&#039;s blow delivers extra damage. This extra damage is +1d6 at first level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Blind&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue learns the [[Feats#Maneuver: Blind|Blind]] [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Use Magic Device&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue may toggle this feat to use potions, scrolls, or gadgets without consuming the item or incurring a [[General Mechanics Information#Stability|Stability]] penalty, at a [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] cost equal to the spell or [[Gadgets|Gadget]] level.&lt;br /&gt;
&lt;br /&gt;
In addition, the Rogue may add their class levels to those of any other class for the purposes of reading scrolls. For example, a level 5 Rogue may use up to level 3 scrolls of any class, whilst a level 5 Rogue/4 Wizard multiclass would be able to read Wizard scrolls up to level 5, and other class scrolls up to level 3.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Defensive Roll&#039;&#039;&#039; ===&lt;br /&gt;
Upon taking damage that would reduce the Rogue to 0 hitpoints, instead the remaining damage is negated, as is all further damage within 1s. The Rogue also automatically enters Stealth mode, and gains a +100% movement speed bonus for one round. This feature is restored upon resting, and may also be replenished at the cost of 3 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge&#039;&#039;&#039; ===&lt;br /&gt;
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Self Concealment&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue possesses a passive Concealment bonus, scaling with class level as detailed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Concealment&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|20%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rogue Bonus Feats&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue gains access to a selection of class feats at levels 4, 6, 8, and 10. The following feats are available:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Feat !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Slippery Mind || Characters failing their will save versus mind-affecting spells get an automatic reroll.&lt;br /&gt;
|-&lt;br /&gt;
| Improved Evasion || Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Fight || This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to re-roll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.&lt;br /&gt;
|-&lt;br /&gt;
| Skill Mastery || When using the disable trap, open lock, and set trap skills, the character automatically takes 20 on any skill checks, even if in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Armor Proficiency (Heavy) || This feat grants the knowledge to make effective use of heavy armor.&lt;br /&gt;
|-&lt;br /&gt;
| Selective Gadget || Gadgets only damage hostile creatures.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gadgets include: caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag.&lt;br /&gt;
|-&lt;br /&gt;
| Dodgeroll || The character rapidly covers a short distance in a straight line, passing through other creatures. Consumes 5 Stamina.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge II&#039;&#039;&#039; ===&lt;br /&gt;
The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed.&lt;br /&gt;
&lt;br /&gt;
This feat also grants a +1 bonus on reflex saving throws made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
== Rogue Weapons ==&lt;br /&gt;
This feat allows the character to use the club, dagger, handaxe, light crossbow, quarterstaff, mace, morningstar, shortbow, shortsword, sling, rapier, and throwing dagger.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Thrillseeker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Never tell me the odds.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Thrillseeking&#039;&#039;&#039;&lt;br /&gt;
|You gain a pool of &#039;&#039;Thrill&#039;&#039; points, with a maximum capacity equal to your class level plus your CON modifier, plus the highest of your Wisdom or Charisma modifiers. In addition, you gain permanent 50% Concealment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Activating this feat will expend &#039;&#039;Thrill&#039;&#039; at a rate of 1 per second, conferring a 100% Concealment effect while active. This feat may be deactivated again at any time, but upon deactivation cannot be used again until one round has passed. Upon avoiding an attack via Concealment while this feat is not active, you regain a point of &#039;&#039;Thrill&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Consumed &#039;&#039;Thrill&#039;&#039; is converted into &#039;&#039;Trepidation&#039;&#039;, lowering your maximum &#039;&#039;Thrill&#039;&#039; capacity until cleared. &#039;&#039;Trepidation&#039;&#039; is passively cleared by the slaying of non-minion enemies (2 points each), or when you consume any [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] (2 points per [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] spent). Alternatively, the Thrillseeker UI may be used to expend 3 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] to clear all &#039;&#039;Trepidation&#039;&#039; whilst also restoring 50% of your &#039;&#039;Thrill&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
| Whilst &#039;&#039;Thrillseeking&#039;&#039; is active, any creature that attacks you in melee range receives your Sneak Attack damage dice in return. This damage inherits the type and power of your main hand weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, you receive one stack of CON Modifier temporary hitpoints per point of &#039;&#039;Thrill&#039;&#039; expended, with each stack lasting 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Hedged Bets&#039;&#039;&#039;&lt;br /&gt;
| You gain bonus Concealment to that granted by Self-Concealment each time your Concealment fails to misdirect an attack. This increases at a rate of +25% per hit taken. This bonus is reset when your Concealment successfully prevents an attack.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Silhouette&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Darkness is a matter of perspective.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Shadow Step&#039;&#039;&#039;&lt;br /&gt;
| You gain a pool of &#039;&#039;Shadow&#039;&#039;, with a maximum capacity equal to half your Rogue level (rounded up), plus Wisdom modifier. You may use the &#039;&#039;Shadow Step&#039;&#039; feat to expend 1 &#039;&#039;Shadow&#039;&#039; to blink out of sight, disengaging from your attack schedule and entering stealth. Any attacks you make within one round of exiting stealth have their Sneak Attack damage dice applied a second time. You regain a point of &#039;&#039;Shadow&#039;&#039; whenever a non-minion enemy is slain, and all &#039;&#039;Shadow&#039;&#039; when resting. You cannot &#039;&#039;Shadow Step&#039;&#039; after exiting stealth mode until one round has passed.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Shadow Jump&#039;&#039;&#039;&lt;br /&gt;
| While in stealth mode, activating &#039;&#039;Shadow Step&#039;&#039; engages &#039;&#039;Shadow Jump&#039;&#039;. This ability expends 1 &#039;&#039;Shadow&#039;&#039; to &#039;&#039;Shadow Jump&#039;&#039; near instantly to a point within 10m of you to which you have an unobstructed line of sight, and gain a bonus attack per round for three rounds. If a creature is targeted, you jump to a point directly behind them if that space is unoccupied. If the target is an enemy, you immediately begin an attack. While this technique is not true teleportation, the casual observer may be unable to discern the difference.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Shadow Clone&#039;&#039;&#039;&lt;br /&gt;
| When you activate &#039;&#039;Shadow Step&#039;&#039; whilst in combat, you create a &#039;&#039;Shadow Clone&#039;&#039; at your current location that continues to fight. This &#039;&#039;Shadow Clone&#039;&#039; persists for 1 round, unless destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you leave stealth, the &#039;&#039;Shadow Clone&#039;&#039; is also destroyed. &lt;br /&gt;
&lt;br /&gt;
Upon expiry or destruction, the &#039;&#039;Shadow Clone&#039;&#039; deals your Sneak Attack damage to enemies within 4m (Type: Physical, Save: Will Half, Maneuver DC).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadow Clone&#039;&#039; may be toggled by targeting yourself with &#039;&#039;Shadow Jump&#039;&#039; while stealthed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gadgeteer&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Good thing I brought my shark repellent.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Utility Belt&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
By activating the &#039;&#039;Utility Belt&#039;&#039; feat, you may use [[Gadgets|Gadgets]] without consuming the item or [[General_Mechanics_Information#Stability|Stability]], and gain extra effects depending upon the [[Gadgets|Gadget]], as noted below. You have a maximum &#039;&#039;Utility Belt&#039;&#039; capacity equal to that of your maximum [[#Moxie|&#039;&#039;Moxie&#039;&#039;]], and regain a use of &#039;&#039;Utility Belt&#039;&#039; upon slaying a non-minion foe. The amount of &#039;&#039;Utility&#039;&#039; Belt you consume is equal to the level of the [[Gadgets|Gadget]].&lt;br /&gt;
&lt;br /&gt;
In addition, you do not consume [[General_Mechanics_Information#Stability|Stability]] when using [[Gadgets|Gadgets]] for free, such as via the [[Skills#Tinkering|Tinkering]] skill.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Smoke Bomb|&#039;&#039;&#039;Smoke Bomb&#039;&#039;&#039;]]: Instant use.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Deceitful Decoy|&#039;&#039;&#039;Deceitful Decoy&#039;&#039;&#039;]]: Double hitpoints.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Caltrops|&#039;&#039;&#039;Caltrops&#039;&#039;&#039;]]: Inflicts an additional amount of damage equal to your Sneak Attack dice on the first instance of damage to a target.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Tanglefoot Bag|&#039;&#039;&#039;Tanglefoot Bag&#039;&#039;&#039;]]: Affected targets become Flat-Footed.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Choking Powder|&#039;&#039;&#039;Choking Powder&#039;&#039;&#039;]]: Applies a Primed effect to affected targets, equal to your Sneak Attack dice.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets|&#039;&#039;&#039;Elemental Grenades&#039;&#039;&#039;]]: Inflicts additional damage equal to half a roll of your Sneak Attack dice.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Ablative Plating|&#039;&#039;&#039;Ablative Plating&#039;&#039;&#039;]]: Adds half your Intelligence modifier to Threshold, and 5 Absorption per Rogue level.&lt;br /&gt;
&lt;br /&gt;
You also gain access to a new [[Gadgets|Gadget]], [[Gadgets#Satchel Charge|&#039;&#039;&#039;Satchel Charge&#039;&#039;&#039;]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Duct Tape&#039;&#039;&#039;&lt;br /&gt;
| You gain access to a special new [[Gadgets|Gadget]], &#039;&#039;Duct Tape&#039;&#039;. Using the &#039;&#039;Duct Tape&#039;&#039; upon two different [[Gadgets|Gadgets]] allows you to combine them into one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duct Tape&#039;&#039; is only useable if it is assigned to your &#039;&#039;Utility Belt&#039;&#039; menu. To use &#039;&#039;Duct Tape&#039;&#039;, use either of the two copied [[Gadgets|Gadget]] abilities from the &#039;&#039;Duct Tape&#039;&#039; - the other [[Gadgets|Gadget]] will be activated instantaneously after the first, at the target location of the first. If either [[Gadgets|Gadget]] on the &#039;&#039;Duct Tape&#039;&#039; is Self-Only, both [[Gadgets|Gadgets]] will automatically be retargeted upon yourself.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;Duct Tape&#039;&#039; consumes resources such as &#039;&#039;Utility Belt&#039;&#039; equal to the total cost of both attached [[Gadgets|Gadgets]] on use, or one of each [[Gadgets|Gadget]].&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Resourcefulness&#039;&#039;&#039;&lt;br /&gt;
| For every 3 &#039;&#039;Utility Belt&#039;&#039; you consume, you regain 1 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1587</id>
		<title>Wizard V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1587"/>
		<updated>2026-02-07T00:45:53Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Vitals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wizards draw [[&amp;quot;Power&amp;quot;|Power]] through a dedicated study of known flows of [[&amp;quot;Power&amp;quot;|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 [[#Revision|&#039;&#039;Revision&#039;&#039;]] or [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]] features. Their poor base defenses are augmented by [[#Contingency|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, [[General Mechanics Information#Metamagic|Metamagic]] and [[General Mechanics Information#Maneuvers|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 [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons ([[#Wizard Weapons|Wizard]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Intelligence (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Scribe Scroll|Scribe Scroll]], [[#Summon Familiar|Summon Familiar]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Contingency|Contingency I]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]], [[#Revision|Revision]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Contingency|Contingency II]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]], [[#Wizard Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Contingency|Contingency III]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Contingency|Contingency IV]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Wizard Bonus Feats|Bonus Feat]], [[#Contingency|Contingency V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wizard Core Mechanics ==&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 consume an amount of &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level, in exchange for not expending that slot. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level. This pool has a capacity equal to 5 + the Wizard&#039;s class level + their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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 that they know, they regain &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level. If they also have that spell memorized but expended, that spell memorization is refreshed. If the spell is memorized but not expended, they regain twice the &#039;&#039;Arcane Focus&#039;&#039;. In addition, if the scroll is used for free due to skills or other means, the [[General Mechanics Information#Stability|Stability]] cost is waived.&lt;br /&gt;
&lt;br /&gt;
The Wizard may also use this feat to target a scroll, converting [[General Mechanics Information#Metamagic|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 [[Feats#Conversion|Conversion]] to restore that spell slot.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Scribe Scroll&#039;&#039;&#039; ===&lt;br /&gt;
Wizards learn the [[Feats#Scribe Scroll|Scribe Scroll]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Summon Familiar&#039;&#039;&#039; ===&lt;br /&gt;
A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster.&lt;br /&gt;
&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 the caster is damaged to the &#039;&#039;Bloodied&#039;&#039; state, the damage is halted at that health state (for example, no damage is taken beyond 50% of total health if receiving damage that takes the Wizard to &#039;&#039;Bloodied&#039;&#039;), and the Wizard automatically gains invisibility and damage resistance effects for 1 minute. The Wizard is also immune to damage for 1s following this activation. This feature may be restored with the expenditure of 5 &#039;&#039;Arcane Focus&#039;&#039;, by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Contingency Effects&lt;br /&gt;
|-&lt;br /&gt;
|2||Invisibility, 6 DR (All Damage: Absorption 80)&lt;br /&gt;
|-&lt;br /&gt;
|4||Invisibility, 12 DR (All Damage: Absorption 100)&lt;br /&gt;
|-&lt;br /&gt;
|6||Invisibility, 18 DR (All Damage: Absorption 120)&lt;br /&gt;
|-&lt;br /&gt;
|8||Invisibility, 24 DR (All Damage: Absorption 140)&lt;br /&gt;
|-&lt;br /&gt;
|10||Invisibility, 30 DR (All Damage: Absorption 160)&lt;br /&gt;
|-&lt;br /&gt;
|}&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 [[General Mechanics Information#Metamagic|Metamagic]] feats.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wizard Weapons&#039;&#039;&#039; ==&lt;br /&gt;
The Wizard may use the club, dagger, light crossbow, and quarterstaff.&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#Daze|Daze]]&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;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&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 Energy]]&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]]&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#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&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#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#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#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 Energy]]&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]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Rebuke|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&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|Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|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#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;
&lt;br /&gt;
=== &#039;&#039;&#039;Evoker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Defenses are only as good as their weakest point.&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;Conjunction&#039;&#039;&#039;&lt;br /&gt;
| You gain a &#039;&#039;Conjunction&#039;&#039; grid, which you may view in your archetype menu (archetype menus may be opened by using your base archetype feat, or the /atmenu command):&lt;br /&gt;
* This grid has 3 rows, and a number of columns equal to your highest spell level.&lt;br /&gt;
* Upon casting a harmful spell with [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]], the grid gains a charge in the highest unfilled cell corresponding to the level of the spell.&lt;br /&gt;
* When a row of this grid is filled, that row is cleared and you gain points of &#039;&#039;Conjunction&#039;&#039; equal to 1 + the combined total of all your spell levels, minus your highest (e.g. a wizard who knows level 5 spells would gain 1+4+3+2+1 = 11 points). Any remaining filled cells in the grid rise to fill empty space.&lt;br /&gt;
* When consuming Evocation spell slots, an amount of Conjunction equal to the spell&#039;s level is expended to refund the slot, and you gain Arcane Focus equal to the spell level.&lt;br /&gt;
* &#039;&#039;Conjunction&#039;&#039; may also be consumed to recover Evocation spell slots, at a cost of 1 per level.&lt;br /&gt;
* You may possess a maximum amount of &#039;&#039;Conjunction&#039;&#039; equal to thrice the value of &#039;&#039;Conjunction&#039;&#039; you receive for completing a row.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Syzygy&#039;&#039;&#039;&lt;br /&gt;
| A &#039;&#039;Syzygy&#039;&#039; counter is added to your archetype menu. When consuming &#039;&#039;Conjunction&#039;&#039; points, your &#039;&#039;Syzygy&#039;&#039; counter is increased by the points consumed. Upon reaching or exceeding 10 in this counter, you gain a charge of &#039;&#039;Astroclasm&#039;&#039;. The counter is then reset to zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain a new ability, &#039;&#039;Astroclasm&#039;&#039;. This ability possesses a maximum capacity of 1 charge. &#039;&#039;Astroclasm&#039;&#039; allows you to nominate a point within 40m, firing an arcing bolt of force toward that location. This bolt explodes on impact, dealing 5 + 5d4 Force damage, plus an additional 1 + 1d4 per point of your Intelligence modifier (Save: Reflex; DC: Spell (L5); Half) in a 10m radius. Creatures must also succeed a Fortitude save or be knocked down for one round. This feature benefits from applicable [[General Mechanics Information#Metamagic|Metamagic]] that you know, at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Binary System&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Astroclasm&#039;&#039; capacity increases to 2. You now gain &#039;&#039;Syzygy&#039;&#039; when filling slots in your &#039;&#039;Conjunction&#039;&#039; grid, equal to the spell level.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Conjurer&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I am not without allies.&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;Reinforcements&#039;&#039;&#039;&lt;br /&gt;
| You gain a new resource pool, &#039;&#039;Reinforcements&#039;&#039;, with a maximum capacity equal to 3 + your Intelligence modifier + the combined spell levels of non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures you have present. When you cast a Conjuration spell, you gain &#039;&#039;Reinforcements&#039;&#039; equal to the spell&#039;s level. Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creatures emerge from this rift at a rate of 1 per second, consuming 1 point of &#039;&#039;Reinforcements&#039;&#039; apiece, with a summon duration of 3 rounds. If your &#039;&#039;Reinforcements&#039;&#039; pool reaches 0, the rift closes. You may also close the rift by targeting yourself with this feature.&lt;br /&gt;
The rift may also be obstructed by creatures occupying its space, provided they do not possess a collision-bypassing effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, you may summon additional creatures beyond your summoning capacity by casting the [[Spells#Summon Creature I|&#039;&#039;Summon Creature&#039;&#039;]] spell whilst at your maximum capacity. These over-capacity &#039;&#039;Reinforcements&#039;&#039; have a duration of 3 rounds, and do not return resources upon expiry.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Shock Troops&#039;&#039;&#039;&lt;br /&gt;
| Upon perishing, your &#039;&#039;Reinforcements&#039;&#039; explode following a delay of 3 seconds, causing the &#039;&#039;Reinforcement&#039;s&#039;&#039; highest hit die in Force damage to creatures within 4m. Should their duration expire, they also explode without delay. This feature benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Vanguarded&#039;&#039;&#039;&lt;br /&gt;
| Your non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures now each possess a duplicate of your &#039;&#039;Contingency&#039;&#039; feature; however, their &#039;&#039;Contingency&#039;&#039; feature does not confer invisibility, nor may it be restored.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Eldritch Knight&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Warded by rune and iron.&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;Eldritch Effect&#039;&#039;&#039;&lt;br /&gt;
| You gain two new resource gauges, &#039;&#039;Arcane Flux&#039;&#039; and &#039;&#039;Eldritch Induction&#039;&#039;. These appear on your archetype menu, accessible by the use of your archetype feat or the /atmenu chat command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* When casting a Wizard spell you gain &#039;&#039;Arcane Flux&#039;&#039;, at a rate of 6% per spell level for harmful spells, and 4% per spell level for others.&lt;br /&gt;
* You receive a 30% multiplicative damage immunity to all damage whilst you possess any &#039;&#039;Arcane Flux&#039;&#039;.&lt;br /&gt;
* Once per round, when making an attack, you convert &#039;&#039;Arcane Flux&#039;&#039; to &#039;&#039;Eldritch Induction&#039;&#039; at a rate dependent on the current score on the &#039;&#039;Arcane Flux&#039;&#039; meter, as indicated in the table below.&lt;br /&gt;
* You may use your archetype menu to consume 15% &#039;&#039;Eldritch Induction&#039;&#039; to restore 1 &#039;&#039;Arcane Focus&#039;&#039;.&lt;br /&gt;
* Your attacks have their damage increased by your &#039;&#039;Eldritch Induction&#039;&#039; percentage.&lt;br /&gt;
* Finally, you gain the &#039;&#039;Martial Weapon Proficiency&#039;&#039;, &#039;&#039;Simple Weapon Proficiency&#039;&#039;, &#039;&#039;Simple Weapon Mastery&#039;&#039;, &#039;&#039;Armor Proficiency (Light)&#039;&#039;, &#039;&#039;Armor Proficiency (Medium)&#039;&#039;, and &#039;&#039;Armor Proficiency (Heavy)&#039;&#039; feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Flux Gauge: Flux converted per attack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
0-9%: 2%&lt;br /&gt;
&lt;br /&gt;
10-39%: 4%&lt;br /&gt;
	&lt;br /&gt;
40-69%: 6%&lt;br /&gt;
&lt;br /&gt;
70-100%: 12%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force Feedback&#039;&#039;&#039;&lt;br /&gt;
| Provided you have cast a harmful spell within the past minute (trackable via your archetype menu), making an attack that converts &#039;&#039;Arcane Flux&#039;&#039; into &#039;&#039;Eldritch Induction&#039;&#039; causes the target to take Force damage equal to your Intelligence modifier (whether you hit or miss).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You thereafter also gain a Retaliation effect [Trigger: Attacks, Damage: Special (Type: Force), Limit: [Constitution Modifier] attacks, Duration: 3 rounds, Cooldown: 1s, per-Attacker]. The damage of this Retaliation effect is half your Intelligence modifier (rounded up), plus a die with a number of faces equal to your Intelligence modifier (if your modifier is odd, instead use the modifer minus 1). Further &#039;&#039;Force Feedback&#039;&#039; attacks refresh this effect.&lt;br /&gt;
&lt;br /&gt;
The effects of this feature benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] feats you know, at no extra cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Launch Sequencer&#039;&#039;&#039;&lt;br /&gt;
| When casting a harmful spell, you also cast any readied non-harmful spells to the right of its slot in your spellbook on yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there is another harmful spell memorised in a slot to the right of the spell slot you used, you instead cast the non-harmful spells in the slots between the two.&lt;br /&gt;
&lt;br /&gt;
You may use your archetype menu to disable this feature, and configure whether these automatic spells overwrite the effects of spells that are already active.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1586</id>
		<title>Wizard V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1586"/>
		<updated>2026-02-07T00:40:53Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Wizard Core Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wizards draw [[&amp;quot;Power&amp;quot;|Power]] through a dedicated study of known flows of [[&amp;quot;Power&amp;quot;|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 [[#Revision|&#039;&#039;Revision&#039;&#039;]] or [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]] features. Their poor base defenses are augmented by [[#Contingency|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, [[General Mechanics Information#Metamagic|Metamagic]] and [[General Mechanics Information#Maneuvers|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 [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons ([[#Wizard Weapons|Wizard]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Intelligence (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Revision|Revision]], [[#Scribe Scroll|Scribe Scroll]], [[#Summon Familiar|Summon Familiar]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Contingency|Contingency I]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Contingency|Contingency II]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]], [[#Wizard Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Contingency|Contingency III]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Contingency|Contingency IV]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Wizard Bonus Feats|Bonus Feat]], [[#Contingency|Contingency V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wizard Core Mechanics ==&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 consume an amount of &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level, in exchange for not expending that slot. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level. This pool has a capacity equal to 5 + the Wizard&#039;s class level + their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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 that they know, they regain &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level. If they also have that spell memorized but expended, that spell memorization is refreshed. If the spell is memorized but not expended, they regain twice the &#039;&#039;Arcane Focus&#039;&#039;. In addition, if the scroll is used for free due to skills or other means, the [[General Mechanics Information#Stability|Stability]] cost is waived.&lt;br /&gt;
&lt;br /&gt;
The Wizard may also use this feat to target a scroll, converting [[General Mechanics Information#Metamagic|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 [[Feats#Conversion|Conversion]] to restore that spell slot.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Scribe Scroll&#039;&#039;&#039; ===&lt;br /&gt;
Wizards learn the [[Feats#Scribe Scroll|Scribe Scroll]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Summon Familiar&#039;&#039;&#039; ===&lt;br /&gt;
A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster.&lt;br /&gt;
&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 the caster is damaged to the &#039;&#039;Bloodied&#039;&#039; state, the damage is halted at that health state (for example, no damage is taken beyond 50% of total health if receiving damage that takes the Wizard to &#039;&#039;Bloodied&#039;&#039;), and the Wizard automatically gains invisibility and damage resistance effects for 1 minute. The Wizard is also immune to damage for 1s following this activation. This feature may be restored with the expenditure of 5 &#039;&#039;Arcane Focus&#039;&#039;, by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Contingency Effects&lt;br /&gt;
|-&lt;br /&gt;
|2||Invisibility, 6 DR (All Damage: Absorption 80)&lt;br /&gt;
|-&lt;br /&gt;
|4||Invisibility, 12 DR (All Damage: Absorption 100)&lt;br /&gt;
|-&lt;br /&gt;
|6||Invisibility, 18 DR (All Damage: Absorption 120)&lt;br /&gt;
|-&lt;br /&gt;
|8||Invisibility, 24 DR (All Damage: Absorption 140)&lt;br /&gt;
|-&lt;br /&gt;
|10||Invisibility, 30 DR (All Damage: Absorption 160)&lt;br /&gt;
|-&lt;br /&gt;
|}&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 [[General Mechanics Information#Metamagic|Metamagic]] feats.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wizard Weapons&#039;&#039;&#039; ==&lt;br /&gt;
The Wizard may use the club, dagger, light crossbow, and quarterstaff.&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#Daze|Daze]]&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;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&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 Energy]]&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]]&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#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&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#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#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#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 Energy]]&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]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Rebuke|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&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|Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|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#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;
&lt;br /&gt;
=== &#039;&#039;&#039;Evoker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Defenses are only as good as their weakest point.&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;Conjunction&#039;&#039;&#039;&lt;br /&gt;
| You gain a &#039;&#039;Conjunction&#039;&#039; grid, which you may view in your archetype menu (archetype menus may be opened by using your base archetype feat, or the /atmenu command):&lt;br /&gt;
* This grid has 3 rows, and a number of columns equal to your highest spell level.&lt;br /&gt;
* Upon casting a harmful spell with [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]], the grid gains a charge in the highest unfilled cell corresponding to the level of the spell.&lt;br /&gt;
* When a row of this grid is filled, that row is cleared and you gain points of &#039;&#039;Conjunction&#039;&#039; equal to 1 + the combined total of all your spell levels, minus your highest (e.g. a wizard who knows level 5 spells would gain 1+4+3+2+1 = 11 points). Any remaining filled cells in the grid rise to fill empty space.&lt;br /&gt;
* When consuming Evocation spell slots, an amount of Conjunction equal to the spell&#039;s level is expended to refund the slot, and you gain Arcane Focus equal to the spell level.&lt;br /&gt;
* &#039;&#039;Conjunction&#039;&#039; may also be consumed to recover Evocation spell slots, at a cost of 1 per level.&lt;br /&gt;
* You may possess a maximum amount of &#039;&#039;Conjunction&#039;&#039; equal to thrice the value of &#039;&#039;Conjunction&#039;&#039; you receive for completing a row.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Syzygy&#039;&#039;&#039;&lt;br /&gt;
| A &#039;&#039;Syzygy&#039;&#039; counter is added to your archetype menu. When consuming &#039;&#039;Conjunction&#039;&#039; points, your &#039;&#039;Syzygy&#039;&#039; counter is increased by the points consumed. Upon reaching or exceeding 10 in this counter, you gain a charge of &#039;&#039;Astroclasm&#039;&#039;. The counter is then reset to zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain a new ability, &#039;&#039;Astroclasm&#039;&#039;. This ability possesses a maximum capacity of 1 charge. &#039;&#039;Astroclasm&#039;&#039; allows you to nominate a point within 40m, firing an arcing bolt of force toward that location. This bolt explodes on impact, dealing 5 + 5d4 Force damage, plus an additional 1 + 1d4 per point of your Intelligence modifier (Save: Reflex; DC: Spell (L5); Half) in a 10m radius. Creatures must also succeed a Fortitude save or be knocked down for one round. This feature benefits from applicable [[General Mechanics Information#Metamagic|Metamagic]] that you know, at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Binary System&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Astroclasm&#039;&#039; capacity increases to 2. You now gain &#039;&#039;Syzygy&#039;&#039; when filling slots in your &#039;&#039;Conjunction&#039;&#039; grid, equal to the spell level.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Conjurer&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I am not without allies.&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;Reinforcements&#039;&#039;&#039;&lt;br /&gt;
| You gain a new resource pool, &#039;&#039;Reinforcements&#039;&#039;, with a maximum capacity equal to 3 + your Intelligence modifier + the combined spell levels of non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures you have present. When you cast a Conjuration spell, you gain &#039;&#039;Reinforcements&#039;&#039; equal to the spell&#039;s level. Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creatures emerge from this rift at a rate of 1 per second, consuming 1 point of &#039;&#039;Reinforcements&#039;&#039; apiece, with a summon duration of 3 rounds. If your &#039;&#039;Reinforcements&#039;&#039; pool reaches 0, the rift closes. You may also close the rift by targeting yourself with this feature.&lt;br /&gt;
The rift may also be obstructed by creatures occupying its space, provided they do not possess a collision-bypassing effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, you may summon additional creatures beyond your summoning capacity by casting the [[Spells#Summon Creature I|&#039;&#039;Summon Creature&#039;&#039;]] spell whilst at your maximum capacity. These over-capacity &#039;&#039;Reinforcements&#039;&#039; have a duration of 3 rounds, and do not return resources upon expiry.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Shock Troops&#039;&#039;&#039;&lt;br /&gt;
| Upon perishing, your &#039;&#039;Reinforcements&#039;&#039; explode following a delay of 3 seconds, causing the &#039;&#039;Reinforcement&#039;s&#039;&#039; highest hit die in Force damage to creatures within 4m. Should their duration expire, they also explode without delay. This feature benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Vanguarded&#039;&#039;&#039;&lt;br /&gt;
| Your non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures now each possess a duplicate of your &#039;&#039;Contingency&#039;&#039; feature; however, their &#039;&#039;Contingency&#039;&#039; feature does not confer invisibility, nor may it be restored.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Eldritch Knight&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Warded by rune and iron.&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;Eldritch Effect&#039;&#039;&#039;&lt;br /&gt;
| You gain two new resource gauges, &#039;&#039;Arcane Flux&#039;&#039; and &#039;&#039;Eldritch Induction&#039;&#039;. These appear on your archetype menu, accessible by the use of your archetype feat or the /atmenu chat command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* When casting a Wizard spell you gain &#039;&#039;Arcane Flux&#039;&#039;, at a rate of 6% per spell level for harmful spells, and 4% per spell level for others.&lt;br /&gt;
* You receive a 30% multiplicative damage immunity to all damage whilst you possess any &#039;&#039;Arcane Flux&#039;&#039;.&lt;br /&gt;
* Once per round, when making an attack, you convert &#039;&#039;Arcane Flux&#039;&#039; to &#039;&#039;Eldritch Induction&#039;&#039; at a rate dependent on the current score on the &#039;&#039;Arcane Flux&#039;&#039; meter, as indicated in the table below.&lt;br /&gt;
* You may use your archetype menu to consume 15% &#039;&#039;Eldritch Induction&#039;&#039; to restore 1 &#039;&#039;Arcane Focus&#039;&#039;.&lt;br /&gt;
* Your attacks have their damage increased by your &#039;&#039;Eldritch Induction&#039;&#039; percentage.&lt;br /&gt;
* Finally, you gain the &#039;&#039;Martial Weapon Proficiency&#039;&#039;, &#039;&#039;Simple Weapon Proficiency&#039;&#039;, &#039;&#039;Simple Weapon Mastery&#039;&#039;, &#039;&#039;Armor Proficiency (Light)&#039;&#039;, &#039;&#039;Armor Proficiency (Medium)&#039;&#039;, and &#039;&#039;Armor Proficiency (Heavy)&#039;&#039; feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Flux Gauge: Flux converted per attack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
0-9%: 2%&lt;br /&gt;
&lt;br /&gt;
10-39%: 4%&lt;br /&gt;
	&lt;br /&gt;
40-69%: 6%&lt;br /&gt;
&lt;br /&gt;
70-100%: 12%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force Feedback&#039;&#039;&#039;&lt;br /&gt;
| Provided you have cast a harmful spell within the past minute (trackable via your archetype menu), making an attack that converts &#039;&#039;Arcane Flux&#039;&#039; into &#039;&#039;Eldritch Induction&#039;&#039; causes the target to take Force damage equal to your Intelligence modifier (whether you hit or miss).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You thereafter also gain a Retaliation effect [Trigger: Attacks, Damage: Special (Type: Force), Limit: [Constitution Modifier] attacks, Duration: 3 rounds, Cooldown: 1s, per-Attacker]. The damage of this Retaliation effect is half your Intelligence modifier (rounded up), plus a die with a number of faces equal to your Intelligence modifier (if your modifier is odd, instead use the modifer minus 1). Further &#039;&#039;Force Feedback&#039;&#039; attacks refresh this effect.&lt;br /&gt;
&lt;br /&gt;
The effects of this feature benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] feats you know, at no extra cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Launch Sequencer&#039;&#039;&#039;&lt;br /&gt;
| When casting a harmful spell, you also cast any readied non-harmful spells to the right of its slot in your spellbook on yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there is another harmful spell memorised in a slot to the right of the spell slot you used, you instead cast the non-harmful spells in the slots between the two.&lt;br /&gt;
&lt;br /&gt;
You may use your archetype menu to disable this feature, and configure whether these automatic spells overwrite the effects of spells that are already active.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1585</id>
		<title>Wizard V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1585"/>
		<updated>2026-02-07T00:11:30Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Revision */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wizards draw [[&amp;quot;Power&amp;quot;|Power]] through a dedicated study of known flows of [[&amp;quot;Power&amp;quot;|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 [[#Revision|&#039;&#039;Revision&#039;&#039;]] or [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]] features. Their poor base defenses are augmented by [[#Contingency|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, [[General Mechanics Information#Metamagic|Metamagic]] and [[General Mechanics Information#Maneuvers|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 [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons ([[#Wizard Weapons|Wizard]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Intelligence (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Revision|Revision]], [[#Scribe Scroll|Scribe Scroll]], [[#Summon Familiar|Summon Familiar]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Contingency|Contingency I]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Contingency|Contingency II]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]], [[#Wizard Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Contingency|Contingency III]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Contingency|Contingency IV]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Wizard Bonus Feats|Bonus Feat]], [[#Contingency|Contingency V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wizard Core Mechanics ==&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 consume an amount of Arcane Focus equal to the spell&#039;s level, in exchange for not expending that slot. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level. This pool has a capacity equal to 5 + the Wizard&#039;s class level + their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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 that they know, they regain &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level. If they also have that spell memorized but expended, that spell memorization is refreshed. If the spell is memorized but not expended, they regain twice the &#039;&#039;Arcane Focus&#039;&#039;. In addition, if the scroll is used for free due to skills or other means, the Stability cost is waived.&lt;br /&gt;
&lt;br /&gt;
The Wizard 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;Scribe Scroll&#039;&#039;&#039; ===&lt;br /&gt;
Wizards learn the [[Feats#Scribe Scroll|Scribe Scroll]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Summon Familiar&#039;&#039;&#039; ===&lt;br /&gt;
A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster.&lt;br /&gt;
&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 the caster is damaged to the &#039;&#039;Bloodied&#039;&#039; state, the damage is halted at that health state (for example, no damage is taken beyond 50% of total health if receiving damage that takes the Wizard to &#039;&#039;Bloodied&#039;&#039;), and the Wizard automatically gains invisibility and damage resistance effects for 1 minute. The Wizard is also immune to damage for 1s following this activation. This feature may be restored with the expenditure of 5 &#039;&#039;Arcane Focus&#039;&#039;, by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Contingency Effects&lt;br /&gt;
|-&lt;br /&gt;
|2||Invisibility, 6 DR (All Damage: Absorption 80)&lt;br /&gt;
|-&lt;br /&gt;
|4||Invisibility, 12 DR (All Damage: Absorption 100)&lt;br /&gt;
|-&lt;br /&gt;
|6||Invisibility, 18 DR (All Damage: Absorption 120)&lt;br /&gt;
|-&lt;br /&gt;
|8||Invisibility, 24 DR (All Damage: Absorption 140)&lt;br /&gt;
|-&lt;br /&gt;
|10||Invisibility, 30 DR (All Damage: Absorption 160)&lt;br /&gt;
|-&lt;br /&gt;
|}&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 [[General Mechanics Information#Metamagic|Metamagic]] feats.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wizard Weapons&#039;&#039;&#039; ==&lt;br /&gt;
The Wizard may use the club, dagger, light crossbow, and quarterstaff.&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#Daze|Daze]]&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;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&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 Energy]]&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]]&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#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&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#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#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#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 Energy]]&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]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Rebuke|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&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|Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|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#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;
&lt;br /&gt;
=== &#039;&#039;&#039;Evoker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Defenses are only as good as their weakest point.&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;Conjunction&#039;&#039;&#039;&lt;br /&gt;
| You gain a &#039;&#039;Conjunction&#039;&#039; grid, which you may view in your archetype menu (archetype menus may be opened by using your base archetype feat, or the /atmenu command):&lt;br /&gt;
* This grid has 3 rows, and a number of columns equal to your highest spell level.&lt;br /&gt;
* Upon casting a harmful spell with [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]], the grid gains a charge in the highest unfilled cell corresponding to the level of the spell.&lt;br /&gt;
* When a row of this grid is filled, that row is cleared and you gain points of &#039;&#039;Conjunction&#039;&#039; equal to 1 + the combined total of all your spell levels, minus your highest (e.g. a wizard who knows level 5 spells would gain 1+4+3+2+1 = 11 points). Any remaining filled cells in the grid rise to fill empty space.&lt;br /&gt;
* When consuming Evocation spell slots, an amount of Conjunction equal to the spell&#039;s level is expended to refund the slot, and you gain Arcane Focus equal to the spell level.&lt;br /&gt;
* &#039;&#039;Conjunction&#039;&#039; may also be consumed to recover Evocation spell slots, at a cost of 1 per level.&lt;br /&gt;
* You may possess a maximum amount of &#039;&#039;Conjunction&#039;&#039; equal to thrice the value of &#039;&#039;Conjunction&#039;&#039; you receive for completing a row.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Syzygy&#039;&#039;&#039;&lt;br /&gt;
| A &#039;&#039;Syzygy&#039;&#039; counter is added to your archetype menu. When consuming &#039;&#039;Conjunction&#039;&#039; points, your &#039;&#039;Syzygy&#039;&#039; counter is increased by the points consumed. Upon reaching or exceeding 10 in this counter, you gain a charge of &#039;&#039;Astroclasm&#039;&#039;. The counter is then reset to zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain a new ability, &#039;&#039;Astroclasm&#039;&#039;. This ability possesses a maximum capacity of 1 charge. &#039;&#039;Astroclasm&#039;&#039; allows you to nominate a point within 40m, firing an arcing bolt of force toward that location. This bolt explodes on impact, dealing 5 + 5d4 Force damage, plus an additional 1 + 1d4 per point of your Intelligence modifier (Save: Reflex; DC: Spell (L5); Half) in a 10m radius. Creatures must also succeed a Fortitude save or be knocked down for one round. This feature benefits from applicable [[General Mechanics Information#Metamagic|Metamagic]] that you know, at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Binary System&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Astroclasm&#039;&#039; capacity increases to 2. You now gain &#039;&#039;Syzygy&#039;&#039; when filling slots in your &#039;&#039;Conjunction&#039;&#039; grid, equal to the spell level.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Conjurer&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I am not without allies.&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;Reinforcements&#039;&#039;&#039;&lt;br /&gt;
| You gain a new resource pool, &#039;&#039;Reinforcements&#039;&#039;, with a maximum capacity equal to 3 + your Intelligence modifier + the combined spell levels of non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures you have present. When you cast a Conjuration spell, you gain &#039;&#039;Reinforcements&#039;&#039; equal to the spell&#039;s level. Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creatures emerge from this rift at a rate of 1 per second, consuming 1 point of &#039;&#039;Reinforcements&#039;&#039; apiece, with a summon duration of 3 rounds. If your &#039;&#039;Reinforcements&#039;&#039; pool reaches 0, the rift closes. You may also close the rift by targeting yourself with this feature.&lt;br /&gt;
The rift may also be obstructed by creatures occupying its space, provided they do not possess a collision-bypassing effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, you may summon additional creatures beyond your summoning capacity by casting the [[Spells#Summon Creature I|&#039;&#039;Summon Creature&#039;&#039;]] spell whilst at your maximum capacity. These over-capacity &#039;&#039;Reinforcements&#039;&#039; have a duration of 3 rounds, and do not return resources upon expiry.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Shock Troops&#039;&#039;&#039;&lt;br /&gt;
| Upon perishing, your &#039;&#039;Reinforcements&#039;&#039; explode following a delay of 3 seconds, causing the &#039;&#039;Reinforcement&#039;s&#039;&#039; highest hit die in Force damage to creatures within 4m. Should their duration expire, they also explode without delay. This feature benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Vanguarded&#039;&#039;&#039;&lt;br /&gt;
| Your non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures now each possess a duplicate of your &#039;&#039;Contingency&#039;&#039; feature; however, their &#039;&#039;Contingency&#039;&#039; feature does not confer invisibility, nor may it be restored.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Eldritch Knight&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Warded by rune and iron.&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;Eldritch Effect&#039;&#039;&#039;&lt;br /&gt;
| You gain two new resource gauges, &#039;&#039;Arcane Flux&#039;&#039; and &#039;&#039;Eldritch Induction&#039;&#039;. These appear on your archetype menu, accessible by the use of your archetype feat or the /atmenu chat command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* When casting a Wizard spell you gain &#039;&#039;Arcane Flux&#039;&#039;, at a rate of 6% per spell level for harmful spells, and 4% per spell level for others.&lt;br /&gt;
* You receive a 30% multiplicative damage immunity to all damage whilst you possess any &#039;&#039;Arcane Flux&#039;&#039;.&lt;br /&gt;
* Once per round, when making an attack, you convert &#039;&#039;Arcane Flux&#039;&#039; to &#039;&#039;Eldritch Induction&#039;&#039; at a rate dependent on the current score on the &#039;&#039;Arcane Flux&#039;&#039; meter, as indicated in the table below.&lt;br /&gt;
* You may use your archetype menu to consume 15% &#039;&#039;Eldritch Induction&#039;&#039; to restore 1 &#039;&#039;Arcane Focus&#039;&#039;.&lt;br /&gt;
* Your attacks have their damage increased by your &#039;&#039;Eldritch Induction&#039;&#039; percentage.&lt;br /&gt;
* Finally, you gain the &#039;&#039;Martial Weapon Proficiency&#039;&#039;, &#039;&#039;Simple Weapon Proficiency&#039;&#039;, &#039;&#039;Simple Weapon Mastery&#039;&#039;, &#039;&#039;Armor Proficiency (Light)&#039;&#039;, &#039;&#039;Armor Proficiency (Medium)&#039;&#039;, and &#039;&#039;Armor Proficiency (Heavy)&#039;&#039; feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Flux Gauge: Flux converted per attack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
0-9%: 2%&lt;br /&gt;
&lt;br /&gt;
10-39%: 4%&lt;br /&gt;
	&lt;br /&gt;
40-69%: 6%&lt;br /&gt;
&lt;br /&gt;
70-100%: 12%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force Feedback&#039;&#039;&#039;&lt;br /&gt;
| Provided you have cast a harmful spell within the past minute (trackable via your archetype menu), making an attack that converts &#039;&#039;Arcane Flux&#039;&#039; into &#039;&#039;Eldritch Induction&#039;&#039; causes the target to take Force damage equal to your Intelligence modifier (whether you hit or miss).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You thereafter also gain a Retaliation effect [Trigger: Attacks, Damage: Special (Type: Force), Limit: [Constitution Modifier] attacks, Duration: 3 rounds, Cooldown: 1s, per-Attacker]. The damage of this Retaliation effect is half your Intelligence modifier (rounded up), plus a die with a number of faces equal to your Intelligence modifier (if your modifier is odd, instead use the modifer minus 1). Further &#039;&#039;Force Feedback&#039;&#039; attacks refresh this effect.&lt;br /&gt;
&lt;br /&gt;
The effects of this feature benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] feats you know, at no extra cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Launch Sequencer&#039;&#039;&#039;&lt;br /&gt;
| When casting a harmful spell, you also cast any readied non-harmful spells to the right of its slot in your spellbook on yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there is another harmful spell memorised in a slot to the right of the spell slot you used, you instead cast the non-harmful spells in the slots between the two.&lt;br /&gt;
&lt;br /&gt;
You may use your archetype menu to disable this feature, and configure whether these automatic spells overwrite the effects of spells that are already active.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1584</id>
		<title>Wizard V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1584"/>
		<updated>2026-02-06T22:21:11Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Evoker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wizards draw [[&amp;quot;Power&amp;quot;|Power]] through a dedicated study of known flows of [[&amp;quot;Power&amp;quot;|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 [[#Revision|&#039;&#039;Revision&#039;&#039;]] or [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]] features. Their poor base defenses are augmented by [[#Contingency|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, [[General Mechanics Information#Metamagic|Metamagic]] and [[General Mechanics Information#Maneuvers|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 [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons ([[#Wizard Weapons|Wizard]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Intelligence (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Revision|Revision]], [[#Scribe Scroll|Scribe Scroll]], [[#Summon Familiar|Summon Familiar]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Contingency|Contingency I]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Contingency|Contingency II]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]], [[#Wizard Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Contingency|Contingency III]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Contingency|Contingency IV]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Wizard Bonus Feats|Bonus Feat]], [[#Contingency|Contingency V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wizard Core Mechanics ==&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 consume an amount of Arcane Focus equal to the spell&#039;s level, in exchange for not expending that slot. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level. This pool has a capacity equal to 5 + the Wizard&#039;s class level + their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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 that they know, they regain Arcane Focus equal to the spell&#039;s level. If they also have that spell memorized but expended, that spell memorization is refreshed. If the spell is memorized but not expended, they regain twice the Arcane Focus. 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;Scribe Scroll&#039;&#039;&#039; ===&lt;br /&gt;
Wizards learn the [[Feats#Scribe Scroll|Scribe Scroll]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Summon Familiar&#039;&#039;&#039; ===&lt;br /&gt;
A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster.&lt;br /&gt;
&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 the caster is damaged to the &#039;&#039;Bloodied&#039;&#039; state, the damage is halted at that health state (for example, no damage is taken beyond 50% of total health if receiving damage that takes the Wizard to &#039;&#039;Bloodied&#039;&#039;), and the Wizard automatically gains invisibility and damage resistance effects for 1 minute. The Wizard is also immune to damage for 1s following this activation. This feature may be restored with the expenditure of 5 &#039;&#039;Arcane Focus&#039;&#039;, by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Contingency Effects&lt;br /&gt;
|-&lt;br /&gt;
|2||Invisibility, 6 DR (All Damage: Absorption 80)&lt;br /&gt;
|-&lt;br /&gt;
|4||Invisibility, 12 DR (All Damage: Absorption 100)&lt;br /&gt;
|-&lt;br /&gt;
|6||Invisibility, 18 DR (All Damage: Absorption 120)&lt;br /&gt;
|-&lt;br /&gt;
|8||Invisibility, 24 DR (All Damage: Absorption 140)&lt;br /&gt;
|-&lt;br /&gt;
|10||Invisibility, 30 DR (All Damage: Absorption 160)&lt;br /&gt;
|-&lt;br /&gt;
|}&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 [[General Mechanics Information#Metamagic|Metamagic]] feats.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wizard Weapons&#039;&#039;&#039; ==&lt;br /&gt;
The Wizard may use the club, dagger, light crossbow, and quarterstaff.&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#Daze|Daze]]&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;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&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 Energy]]&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]]&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#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&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#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#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#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 Energy]]&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]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Rebuke|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&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|Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|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#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;
&lt;br /&gt;
=== &#039;&#039;&#039;Evoker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Defenses are only as good as their weakest point.&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;Conjunction&#039;&#039;&#039;&lt;br /&gt;
| You gain a &#039;&#039;Conjunction&#039;&#039; grid, which you may view in your archetype menu (archetype menus may be opened by using your base archetype feat, or the /atmenu command):&lt;br /&gt;
* This grid has 3 rows, and a number of columns equal to your highest spell level.&lt;br /&gt;
* Upon casting a harmful spell with [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]], the grid gains a charge in the highest unfilled cell corresponding to the level of the spell.&lt;br /&gt;
* When a row of this grid is filled, that row is cleared and you gain points of &#039;&#039;Conjunction&#039;&#039; equal to 1 + the combined total of all your spell levels, minus your highest (e.g. a wizard who knows level 5 spells would gain 1+4+3+2+1 = 11 points). Any remaining filled cells in the grid rise to fill empty space.&lt;br /&gt;
* When consuming Evocation spell slots, an amount of Conjunction equal to the spell&#039;s level is expended to refund the slot, and you gain Arcane Focus equal to the spell level.&lt;br /&gt;
* &#039;&#039;Conjunction&#039;&#039; may also be consumed to recover Evocation spell slots, at a cost of 1 per level.&lt;br /&gt;
* You may possess a maximum amount of &#039;&#039;Conjunction&#039;&#039; equal to thrice the value of &#039;&#039;Conjunction&#039;&#039; you receive for completing a row.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Syzygy&#039;&#039;&#039;&lt;br /&gt;
| A &#039;&#039;Syzygy&#039;&#039; counter is added to your archetype menu. When consuming &#039;&#039;Conjunction&#039;&#039; points, your &#039;&#039;Syzygy&#039;&#039; counter is increased by the points consumed. Upon reaching or exceeding 10 in this counter, you gain a charge of &#039;&#039;Astroclasm&#039;&#039;. The counter is then reset to zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain a new ability, &#039;&#039;Astroclasm&#039;&#039;. This ability possesses a maximum capacity of 1 charge. &#039;&#039;Astroclasm&#039;&#039; allows you to nominate a point within 40m, firing an arcing bolt of force toward that location. This bolt explodes on impact, dealing 5 + 5d4 Force damage, plus an additional 1 + 1d4 per point of your Intelligence modifier (Save: Reflex; DC: Spell (L5); Half) in a 10m radius. Creatures must also succeed a Fortitude save or be knocked down for one round. This feature benefits from applicable [[General Mechanics Information#Metamagic|Metamagic]] that you know, at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Binary System&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Astroclasm&#039;&#039; capacity increases to 2. You now gain &#039;&#039;Syzygy&#039;&#039; when filling slots in your &#039;&#039;Conjunction&#039;&#039; grid, equal to the spell level.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Conjurer&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I am not without allies.&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;Reinforcements&#039;&#039;&#039;&lt;br /&gt;
| You gain a new resource pool, &#039;&#039;Reinforcements&#039;&#039;, with a maximum capacity equal to 3 + your Intelligence modifier + the combined spell levels of non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures you have present. When you cast a Conjuration spell, you gain &#039;&#039;Reinforcements&#039;&#039; equal to the spell&#039;s level. Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creatures emerge from this rift at a rate of 1 per second, consuming 1 point of &#039;&#039;Reinforcements&#039;&#039; apiece, with a summon duration of 3 rounds. If your &#039;&#039;Reinforcements&#039;&#039; pool reaches 0, the rift closes. You may also close the rift by targeting yourself with this feature.&lt;br /&gt;
The rift may also be obstructed by creatures occupying its space, provided they do not possess a collision-bypassing effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, you may summon additional creatures beyond your summoning capacity by casting the [[Spells#Summon Creature I|&#039;&#039;Summon Creature&#039;&#039;]] spell whilst at your maximum capacity. These over-capacity &#039;&#039;Reinforcements&#039;&#039; have a duration of 3 rounds, and do not return resources upon expiry.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Shock Troops&#039;&#039;&#039;&lt;br /&gt;
| Upon perishing, your &#039;&#039;Reinforcements&#039;&#039; explode following a delay of 3 seconds, causing the &#039;&#039;Reinforcement&#039;s&#039;&#039; highest hit die in Force damage to creatures within 4m. Should their duration expire, they also explode without delay. This feature benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Vanguarded&#039;&#039;&#039;&lt;br /&gt;
| Your non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures now each possess a duplicate of your &#039;&#039;Contingency&#039;&#039; feature; however, their &#039;&#039;Contingency&#039;&#039; feature does not confer invisibility, nor may it be restored.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Eldritch Knight&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Warded by rune and iron.&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;Eldritch Effect&#039;&#039;&#039;&lt;br /&gt;
| You gain two new resource gauges, &#039;&#039;Arcane Flux&#039;&#039; and &#039;&#039;Eldritch Induction&#039;&#039;. These appear on your archetype menu, accessible by the use of your archetype feat or the /atmenu chat command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* When casting a Wizard spell you gain &#039;&#039;Arcane Flux&#039;&#039;, at a rate of 6% per spell level for harmful spells, and 4% per spell level for others.&lt;br /&gt;
* You receive a 30% multiplicative damage immunity to all damage whilst you possess any &#039;&#039;Arcane Flux&#039;&#039;.&lt;br /&gt;
* Once per round, when making an attack, you convert &#039;&#039;Arcane Flux&#039;&#039; to &#039;&#039;Eldritch Induction&#039;&#039; at a rate dependent on the current score on the &#039;&#039;Arcane Flux&#039;&#039; meter, as indicated in the table below.&lt;br /&gt;
* You may use your archetype menu to consume 15% &#039;&#039;Eldritch Induction&#039;&#039; to restore 1 &#039;&#039;Arcane Focus&#039;&#039;.&lt;br /&gt;
* Your attacks have their damage increased by your &#039;&#039;Eldritch Induction&#039;&#039; percentage.&lt;br /&gt;
* Finally, you gain the &#039;&#039;Martial Weapon Proficiency&#039;&#039;, &#039;&#039;Simple Weapon Proficiency&#039;&#039;, &#039;&#039;Simple Weapon Mastery&#039;&#039;, &#039;&#039;Armor Proficiency (Light)&#039;&#039;, &#039;&#039;Armor Proficiency (Medium)&#039;&#039;, and &#039;&#039;Armor Proficiency (Heavy)&#039;&#039; feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Flux Gauge: Flux converted per attack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
0-9%: 2%&lt;br /&gt;
&lt;br /&gt;
10-39%: 4%&lt;br /&gt;
	&lt;br /&gt;
40-69%: 6%&lt;br /&gt;
&lt;br /&gt;
70-100%: 12%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force Feedback&#039;&#039;&#039;&lt;br /&gt;
| Provided you have cast a harmful spell within the past minute (trackable via your archetype menu), making an attack that converts &#039;&#039;Arcane Flux&#039;&#039; into &#039;&#039;Eldritch Induction&#039;&#039; causes the target to take Force damage equal to your Intelligence modifier (whether you hit or miss).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You thereafter also gain a Retaliation effect [Trigger: Attacks, Damage: Special (Type: Force), Limit: [Constitution Modifier] attacks, Duration: 3 rounds, Cooldown: 1s, per-Attacker]. The damage of this Retaliation effect is half your Intelligence modifier (rounded up), plus a die with a number of faces equal to your Intelligence modifier (if your modifier is odd, instead use the modifer minus 1). Further &#039;&#039;Force Feedback&#039;&#039; attacks refresh this effect.&lt;br /&gt;
&lt;br /&gt;
The effects of this feature benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] feats you know, at no extra cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Launch Sequencer&#039;&#039;&#039;&lt;br /&gt;
| When casting a harmful spell, you also cast any readied non-harmful spells to the right of its slot in your spellbook on yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there is another harmful spell memorised in a slot to the right of the spell slot you used, you instead cast the non-harmful spells in the slots between the two.&lt;br /&gt;
&lt;br /&gt;
You may use your archetype menu to disable this feature, and configure whether these automatic spells overwrite the effects of spells that are already active.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Rogue_V2&amp;diff=1583</id>
		<title>Rogue V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Rogue_V2&amp;diff=1583"/>
		<updated>2026-02-05T10:20:08Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Gadgeteer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rogues draw [[&amp;quot;Power&amp;quot;|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are potent skirmishers who benefit from attacking flat-footed opponents and have the unique ability to utilize any scroll and a selection of rogue-only throwable objects - provided they have the stability to support it. Rogue [[#Archetypes|archetypes]] allow them to become an avoidance-based tank, a deadly mobile assassin, or unique trinket and explosion specialist. &lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with finesse weapons, using most [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Blind|Blind]], and maximizing AC from lighter armors. It also provides bonuses to your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your physical damage, carrying capacity and improves your Fortitude 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 [[General Mechanics Information#Maneuvers|Maneuver]] pool, certain [[#Archetypes|archetype]] abilities and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save and certain [[#Archetypes|archetype]] abilities.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), [[#Rogue Weapons|Weapons (Rogue)]]&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 10&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw&#039;&#039;&#039;: Reflex&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Sneak Attack|Sneak Attack 1d6]], [[#Maneuver: Blind|Maneuver: Blind]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Sneak Attack|Sneak Attack 3d6]], [[#Evasion|Evasion]], [[#Self Concealment|Self Concealment I]], [[#Moxie|Moxie]], [[#Defensive Roll|Defensive Roll]], [[#Use Magic Device|Use Magic Device]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Sneak Attack|Sneak Attack 4d6]], [[#Uncanny Dodge II|Uncanny Dodge II]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Self Concealment|Self Concealment II]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Sneak Attack|Sneak Attack 5d6]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Sneak Attack|Sneak Attack 7d6]], [[#Self Concealment|Self Concealment III]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rogue Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Moxie&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue possesses a pool of &#039;&#039;Moxie&#039;&#039;, with which they can perform various feats. The Rogue recovers 1 &#039;&#039;Moxie&#039;&#039; for every 3 enemies slain, and has a maximum &#039;&#039;Moxie&#039;&#039; capacity equal to their class level plus Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; ===&lt;br /&gt;
Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character&#039;s blow delivers extra damage. This extra damage is +1d6 at first level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Blind&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue learns the [[Feats#Maneuver: Blind|Blind]] [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Use Magic Device&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue may toggle this feat to use potions, scrolls, or gadgets without consuming the item or incurring a [[General Mechanics Information#Stability|Stability]] penalty, at a [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] cost equal to the spell or [[Gadgets|Gadget]] level.&lt;br /&gt;
&lt;br /&gt;
In addition, the Rogue may add their class levels to those of any other class for the purposes of reading scrolls. For example, a level 5 Rogue may use up to level 3 scrolls of any class, whilst a level 5 Rogue/4 Wizard multiclass would be able to read Wizard scrolls up to level 5, and other class scrolls up to level 3.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Defensive Roll&#039;&#039;&#039; ===&lt;br /&gt;
Upon taking damage that would reduce the Rogue to 0 hitpoints, instead the remaining damage is negated, as is all further damage within 1s. The Rogue also automatically enters Stealth mode, and gains a +100% movement speed bonus for one round. This feature is restored upon resting, and may also be replenished at the cost of 3 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge&#039;&#039;&#039; ===&lt;br /&gt;
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Self Concealment&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue possesses a passive Concealment bonus, scaling with class level as detailed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Concealment&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|20%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rogue Bonus Feats&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue gains access to a selection of class feats at levels 4, 6, 8, and 10. The following feats are available:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Feat !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Slippery Mind || Characters failing their will save versus mind-affecting spells get an automatic reroll.&lt;br /&gt;
|-&lt;br /&gt;
| Improved Evasion || Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Fight || This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to re-roll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.&lt;br /&gt;
|-&lt;br /&gt;
| Skill Mastery || When using the disable trap, open lock, and set trap skills, the character automatically takes 20 on any skill checks, even if in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Armor Proficiency (Heavy) || This feat grants the knowledge to make effective use of heavy armor.&lt;br /&gt;
|-&lt;br /&gt;
| Selective Gadget || Gadgets only damage hostile creatures.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gadgets include: caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag.&lt;br /&gt;
|-&lt;br /&gt;
| Dodgeroll || The character rapidly covers a short distance in a straight line, passing through other creatures. Consumes 5 Stamina.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge II&#039;&#039;&#039; ===&lt;br /&gt;
The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed.&lt;br /&gt;
&lt;br /&gt;
This feat also grants a +1 bonus on reflex saving throws made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
== Rogue Weapons ==&lt;br /&gt;
This feat allows the character to use the club, dagger, handaxe, light crossbow, quarterstaff, mace, morningstar, shortbow, shortsword, sling, rapier, and throwing dagger.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Thrillseeker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Never tell me the odds.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Thrillseeking&#039;&#039;&#039;&lt;br /&gt;
|You gain a pool of &#039;&#039;Thrill&#039;&#039; points, with a maximum capacity equal to your class level plus your CON modifier, plus the highest of your Wisdom or Charisma modifiers. In addition, you gain permanent 50% Concealment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Activating this feat will expend &#039;&#039;Thrill&#039;&#039; at a rate of 1 per second, conferring a 100% Concealment effect while active. This feat may be deactivated again at any time, but upon deactivation cannot be used again until one round has passed. Upon avoiding an attack via Concealment while this feat is not active, you regain a point of &#039;&#039;Thrill&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Consumed &#039;&#039;Thrill&#039;&#039; is converted into &#039;&#039;Trepidation&#039;&#039;, lowering your maximum &#039;&#039;Thrill&#039;&#039; capacity until cleared. &#039;&#039;Trepidation&#039;&#039; is passively cleared by the slaying of non-minion enemies (2 points each), or when you consume any [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] (2 points per [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] spent). Alternatively, the Thrillseeker UI may be used to expend 3 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] to clear all &#039;&#039;Trepidation&#039;&#039; whilst also restoring 50% of your &#039;&#039;Thrill&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
| Whilst &#039;&#039;Thrillseeking&#039;&#039; is active, any creature that attacks you in melee range receives your Sneak Attack damage dice in return. This damage inherits the type and power of your main hand weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, you receive one stack of CON Modifier temporary hitpoints per point of &#039;&#039;Thrill&#039;&#039; expended, with each stack lasting 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Hedged Bets&#039;&#039;&#039;&lt;br /&gt;
| You gain bonus Concealment to that granted by Self-Concealment each time your Concealment fails to misdirect an attack. This increases at a rate of +25% per hit taken. This bonus is reset when your Concealment successfully prevents an attack.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Silhouette&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Darkness is a matter of perspective.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Shadow Step&#039;&#039;&#039;&lt;br /&gt;
| You gain a pool of &#039;&#039;Shadow&#039;&#039;, with a maximum capacity equal to half your Rogue level (rounded up), plus Wisdom modifier. You may use the &#039;&#039;Shadow Step&#039;&#039; feat to expend 1 &#039;&#039;Shadow&#039;&#039; to blink out of sight, disengaging from your attack schedule and entering stealth. Any attacks you make within one round of exiting stealth have their Sneak Attack damage dice applied a second time. You regain a point of &#039;&#039;Shadow&#039;&#039; whenever a non-minion enemy is slain, and all &#039;&#039;Shadow&#039;&#039; when resting. You cannot &#039;&#039;Shadow Step&#039;&#039; after exiting stealth mode until one round has passed.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Shadow Jump&#039;&#039;&#039;&lt;br /&gt;
| While in stealth mode, activating &#039;&#039;Shadow Step&#039;&#039; engages &#039;&#039;Shadow Jump&#039;&#039;. This ability expends 1 &#039;&#039;Shadow&#039;&#039; to &#039;&#039;Shadow Jump&#039;&#039; near instantly to a point within 10m of you to which you have an unobstructed line of sight, and gain a bonus attack per round for three rounds. If a creature is targeted, you jump to a point directly behind them if that space is unoccupied. If the target is an enemy, you immediately begin an attack. While this technique is not true teleportation, the casual observer may be unable to discern the difference.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Shadow Clone&#039;&#039;&#039;&lt;br /&gt;
| When you activate &#039;&#039;Shadow Step&#039;&#039; whilst in combat, you create a &#039;&#039;Shadow Clone&#039;&#039; at your current location that continues to fight. This &#039;&#039;Shadow Clone&#039;&#039; persists for 1 round, unless destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you leave stealth, the &#039;&#039;Shadow Clone&#039;&#039; is also destroyed. &lt;br /&gt;
&lt;br /&gt;
Upon expiry or destruction, the &#039;&#039;Shadow Clone&#039;&#039; deals your Sneak Attack damage to enemies within 4m (Type: Physical, Save: Will Half, Maneuver DC).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadow Clone&#039;&#039; may be toggled by targeting yourself with &#039;&#039;Shadow Jump&#039;&#039; while stealthed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gadgeteer&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Good thing I brought my shark repellent.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Utility Belt&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
By activating the &#039;&#039;Utility Belt&#039;&#039; feat, you may use [[Gadgets|Gadgets]] without consuming the item or [[General_Mechanics_Information#Stability|Stability]], and gain extra effects depending upon the [[Gadgets|Gadget]], as noted below. You have a maximum &#039;&#039;Utility Belt&#039;&#039; capacity equal to that of your maximum [[#Moxie|&#039;&#039;Moxie&#039;&#039;]], and regain a use of &#039;&#039;Utility Belt&#039;&#039; upon slaying a non-minion foe. The amount of &#039;&#039;Utility&#039;&#039; Belt you consume is equal to the level of the [[Gadgets|Gadget]].&lt;br /&gt;
&lt;br /&gt;
In addition, you do not consume [[General_Mechanics_Information#Stability|Stability]] when using [[Gadgets|Gadgets]] for free via the [[Skills#Tinkering|Tinkering]] skill.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Smoke Bomb|&#039;&#039;&#039;Smoke Bomb&#039;&#039;&#039;]]: Instant use.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Deceitful Decoy|&#039;&#039;&#039;Deceitful Decoy&#039;&#039;&#039;]]: Double hitpoints.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Caltrops|&#039;&#039;&#039;Caltrops&#039;&#039;&#039;]]: Inflicts an additional amount of damage equal to your Sneak Attack dice on the first instance of damage to a target.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Tanglefoot Bag|&#039;&#039;&#039;Tanglefoot Bag&#039;&#039;&#039;]]: Affected targets become Flat-Footed.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Choking Powder|&#039;&#039;&#039;Choking Powder&#039;&#039;&#039;]]: Applies a Primed effect to affected targets, equal to your Sneak Attack dice.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets|&#039;&#039;&#039;Elemental Grenades&#039;&#039;&#039;]]: Inflicts additional damage equal to half a roll of your Sneak Attack dice.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Ablative Plating|&#039;&#039;&#039;Ablative Plating&#039;&#039;&#039;]]: Adds half your Intelligence modifier to Threshold, and 5 Absorption per Rogue level.&lt;br /&gt;
&lt;br /&gt;
You also gain access to a new [[Gadgets|Gadget]], [[Gadgets#Satchel Charge|&#039;&#039;&#039;Satchel Charge&#039;&#039;&#039;]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Duct Tape&#039;&#039;&#039;&lt;br /&gt;
| You gain access to a special new [[Gadgets|Gadget]], &#039;&#039;Duct Tape&#039;&#039;. Using the &#039;&#039;Duct Tape&#039;&#039; upon two different [[Gadgets|Gadgets]] allows you to combine them into one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duct Tape&#039;&#039; is only useable if it is assigned to your &#039;&#039;Utility Belt&#039;&#039; menu. To use &#039;&#039;Duct Tape&#039;&#039;, use either of the two copied [[Gadgets|Gadget]] abilities from the &#039;&#039;Duct Tape&#039;&#039; - the other [[Gadgets|Gadget]] will be activated instantaneously after the first, at the target location of the first. If either [[Gadgets|Gadget]] on the &#039;&#039;Duct Tape&#039;&#039; is Self-Only, both [[Gadgets|Gadgets]] will automatically be retargeted upon yourself.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;Duct Tape&#039;&#039; consumes resources such as &#039;&#039;Utility Belt&#039;&#039; equal to the total cost of both attached [[Gadgets|Gadgets]] on use, or one of each [[Gadgets|Gadget]].&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Resourcefulness&#039;&#039;&#039;&lt;br /&gt;
| For every 3 &#039;&#039;Utility Belt&#039;&#039; you consume, you regain 1 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Rogue_V2&amp;diff=1582</id>
		<title>Rogue V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Rogue_V2&amp;diff=1582"/>
		<updated>2026-02-05T10:17:29Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Gadgeteer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rogues draw [[&amp;quot;Power&amp;quot;|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are potent skirmishers who benefit from attacking flat-footed opponents and have the unique ability to utilize any scroll and a selection of rogue-only throwable objects - provided they have the stability to support it. Rogue [[#Archetypes|archetypes]] allow them to become an avoidance-based tank, a deadly mobile assassin, or unique trinket and explosion specialist. &lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with finesse weapons, using most [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Blind|Blind]], and maximizing AC from lighter armors. It also provides bonuses to your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your physical damage, carrying capacity and improves your Fortitude 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 [[General Mechanics Information#Maneuvers|Maneuver]] pool, certain [[#Archetypes|archetype]] abilities and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save and certain [[#Archetypes|archetype]] abilities.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), [[#Rogue Weapons|Weapons (Rogue)]]&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 10&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw&#039;&#039;&#039;: Reflex&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Sneak Attack|Sneak Attack 1d6]], [[#Maneuver: Blind|Maneuver: Blind]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Sneak Attack|Sneak Attack 3d6]], [[#Evasion|Evasion]], [[#Self Concealment|Self Concealment I]], [[#Moxie|Moxie]], [[#Defensive Roll|Defensive Roll]], [[#Use Magic Device|Use Magic Device]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Sneak Attack|Sneak Attack 4d6]], [[#Uncanny Dodge II|Uncanny Dodge II]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Self Concealment|Self Concealment II]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Sneak Attack|Sneak Attack 5d6]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Sneak Attack|Sneak Attack 7d6]], [[#Self Concealment|Self Concealment III]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rogue Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Moxie&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue possesses a pool of &#039;&#039;Moxie&#039;&#039;, with which they can perform various feats. The Rogue recovers 1 &#039;&#039;Moxie&#039;&#039; for every 3 enemies slain, and has a maximum &#039;&#039;Moxie&#039;&#039; capacity equal to their class level plus Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; ===&lt;br /&gt;
Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character&#039;s blow delivers extra damage. This extra damage is +1d6 at first level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Blind&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue learns the [[Feats#Maneuver: Blind|Blind]] [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Use Magic Device&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue may toggle this feat to use potions, scrolls, or gadgets without consuming the item or incurring a [[General Mechanics Information#Stability|Stability]] penalty, at a [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] cost equal to the spell or [[Gadgets|Gadget]] level.&lt;br /&gt;
&lt;br /&gt;
In addition, the Rogue may add their class levels to those of any other class for the purposes of reading scrolls. For example, a level 5 Rogue may use up to level 3 scrolls of any class, whilst a level 5 Rogue/4 Wizard multiclass would be able to read Wizard scrolls up to level 5, and other class scrolls up to level 3.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Defensive Roll&#039;&#039;&#039; ===&lt;br /&gt;
Upon taking damage that would reduce the Rogue to 0 hitpoints, instead the remaining damage is negated, as is all further damage within 1s. The Rogue also automatically enters Stealth mode, and gains a +100% movement speed bonus for one round. This feature is restored upon resting, and may also be replenished at the cost of 3 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge&#039;&#039;&#039; ===&lt;br /&gt;
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Self Concealment&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue possesses a passive Concealment bonus, scaling with class level as detailed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Concealment&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|20%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rogue Bonus Feats&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue gains access to a selection of class feats at levels 4, 6, 8, and 10. The following feats are available:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Feat !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Slippery Mind || Characters failing their will save versus mind-affecting spells get an automatic reroll.&lt;br /&gt;
|-&lt;br /&gt;
| Improved Evasion || Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Fight || This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to re-roll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.&lt;br /&gt;
|-&lt;br /&gt;
| Skill Mastery || When using the disable trap, open lock, and set trap skills, the character automatically takes 20 on any skill checks, even if in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Armor Proficiency (Heavy) || This feat grants the knowledge to make effective use of heavy armor.&lt;br /&gt;
|-&lt;br /&gt;
| Selective Gadget || Gadgets only damage hostile creatures.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gadgets include: caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag.&lt;br /&gt;
|-&lt;br /&gt;
| Dodgeroll || The character rapidly covers a short distance in a straight line, passing through other creatures. Consumes 5 Stamina.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge II&#039;&#039;&#039; ===&lt;br /&gt;
The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed.&lt;br /&gt;
&lt;br /&gt;
This feat also grants a +1 bonus on reflex saving throws made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
== Rogue Weapons ==&lt;br /&gt;
This feat allows the character to use the club, dagger, handaxe, light crossbow, quarterstaff, mace, morningstar, shortbow, shortsword, sling, rapier, and throwing dagger.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Thrillseeker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Never tell me the odds.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Thrillseeking&#039;&#039;&#039;&lt;br /&gt;
|You gain a pool of &#039;&#039;Thrill&#039;&#039; points, with a maximum capacity equal to your class level plus your CON modifier, plus the highest of your Wisdom or Charisma modifiers. In addition, you gain permanent 50% Concealment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Activating this feat will expend &#039;&#039;Thrill&#039;&#039; at a rate of 1 per second, conferring a 100% Concealment effect while active. This feat may be deactivated again at any time, but upon deactivation cannot be used again until one round has passed. Upon avoiding an attack via Concealment while this feat is not active, you regain a point of &#039;&#039;Thrill&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Consumed &#039;&#039;Thrill&#039;&#039; is converted into &#039;&#039;Trepidation&#039;&#039;, lowering your maximum &#039;&#039;Thrill&#039;&#039; capacity until cleared. &#039;&#039;Trepidation&#039;&#039; is passively cleared by the slaying of non-minion enemies (2 points each), or when you consume any [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] (2 points per [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] spent). Alternatively, the Thrillseeker UI may be used to expend 3 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] to clear all &#039;&#039;Trepidation&#039;&#039; whilst also restoring 50% of your &#039;&#039;Thrill&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
| Whilst &#039;&#039;Thrillseeking&#039;&#039; is active, any creature that attacks you in melee range receives your Sneak Attack damage dice in return. This damage inherits the type and power of your main hand weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, you receive one stack of CON Modifier temporary hitpoints per point of &#039;&#039;Thrill&#039;&#039; expended, with each stack lasting 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Hedged Bets&#039;&#039;&#039;&lt;br /&gt;
| You gain bonus Concealment to that granted by Self-Concealment each time your Concealment fails to misdirect an attack. This increases at a rate of +25% per hit taken. This bonus is reset when your Concealment successfully prevents an attack.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Silhouette&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Darkness is a matter of perspective.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Shadow Step&#039;&#039;&#039;&lt;br /&gt;
| You gain a pool of &#039;&#039;Shadow&#039;&#039;, with a maximum capacity equal to half your Rogue level (rounded up), plus Wisdom modifier. You may use the &#039;&#039;Shadow Step&#039;&#039; feat to expend 1 &#039;&#039;Shadow&#039;&#039; to blink out of sight, disengaging from your attack schedule and entering stealth. Any attacks you make within one round of exiting stealth have their Sneak Attack damage dice applied a second time. You regain a point of &#039;&#039;Shadow&#039;&#039; whenever a non-minion enemy is slain, and all &#039;&#039;Shadow&#039;&#039; when resting. You cannot &#039;&#039;Shadow Step&#039;&#039; after exiting stealth mode until one round has passed.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Shadow Jump&#039;&#039;&#039;&lt;br /&gt;
| While in stealth mode, activating &#039;&#039;Shadow Step&#039;&#039; engages &#039;&#039;Shadow Jump&#039;&#039;. This ability expends 1 &#039;&#039;Shadow&#039;&#039; to &#039;&#039;Shadow Jump&#039;&#039; near instantly to a point within 10m of you to which you have an unobstructed line of sight, and gain a bonus attack per round for three rounds. If a creature is targeted, you jump to a point directly behind them if that space is unoccupied. If the target is an enemy, you immediately begin an attack. While this technique is not true teleportation, the casual observer may be unable to discern the difference.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Shadow Clone&#039;&#039;&#039;&lt;br /&gt;
| When you activate &#039;&#039;Shadow Step&#039;&#039; whilst in combat, you create a &#039;&#039;Shadow Clone&#039;&#039; at your current location that continues to fight. This &#039;&#039;Shadow Clone&#039;&#039; persists for 1 round, unless destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you leave stealth, the &#039;&#039;Shadow Clone&#039;&#039; is also destroyed. &lt;br /&gt;
&lt;br /&gt;
Upon expiry or destruction, the &#039;&#039;Shadow Clone&#039;&#039; deals your Sneak Attack damage to enemies within 4m (Type: Physical, Save: Will Half, Maneuver DC).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadow Clone&#039;&#039; may be toggled by targeting yourself with &#039;&#039;Shadow Jump&#039;&#039; while stealthed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gadgeteer&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Good thing I brought my shark repellent.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Utility Belt&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
By activating the &#039;&#039;Utility Belt&#039;&#039; feat, you may use [[Gadgets|Gadgets]] without consuming the item or [[General_Mechanics_Information#Stability|Stability]], and gain extra effects depending upon the [[Gadgets|Gadget]], as noted below. You have a maximum &#039;&#039;Utility Belt&#039;&#039; capacity equal to that of your maximum [[#Moxie|&#039;&#039;Moxie&#039;&#039;]], and regain a use of &#039;&#039;Utility Belt&#039;&#039; upon slaying a non-minion foe. The amount of &#039;&#039;Utility&#039;&#039; Belt you consume is equal to the level of the [[Gadgets|Gadget]].&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Smoke Bomb|&#039;&#039;&#039;Smoke Bomb&#039;&#039;&#039;]]: Instant use.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Deceitful Decoy|&#039;&#039;&#039;Deceitful Decoy&#039;&#039;&#039;]]: Double hitpoints.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Caltrops|&#039;&#039;&#039;Caltrops&#039;&#039;&#039;]]: Inflicts an additional amount of damage equal to your Sneak Attack dice on the first instance of damage to a target.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Tanglefoot Bag|&#039;&#039;&#039;Tanglefoot Bag&#039;&#039;&#039;]]: Affected targets become Flat-Footed.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Choking Powder|&#039;&#039;&#039;Choking Powder&#039;&#039;&#039;]]: Applies a Primed effect to affected targets, equal to your Sneak Attack dice.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets|&#039;&#039;&#039;Elemental Grenades&#039;&#039;&#039;]]: Inflicts additional damage equal to half a roll of your Sneak Attack dice.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Ablative Plating|&#039;&#039;&#039;Ablative Plating&#039;&#039;&#039;]]: Adds half your Intelligence modifier to Threshold, and 5 Absorption per Rogue level.&lt;br /&gt;
&lt;br /&gt;
You also gain access to a new [[Gadgets|Gadget]], [[Gadgets#Satchel Charge|&#039;&#039;&#039;Satchel Charge&#039;&#039;&#039;]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Duct Tape&#039;&#039;&#039;&lt;br /&gt;
| You gain access to a special new [[Gadgets|Gadget]], &#039;&#039;Duct Tape&#039;&#039;. Using the &#039;&#039;Duct Tape&#039;&#039; upon two different [[Gadgets|Gadgets]] allows you to combine them into one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duct Tape&#039;&#039; is only useable if it is assigned to your &#039;&#039;Utility Belt&#039;&#039; menu. To use &#039;&#039;Duct Tape&#039;&#039;, use either of the two copied [[Gadgets|Gadget]] abilities from the &#039;&#039;Duct Tape&#039;&#039; - the other [[Gadgets|Gadget]] will be activated instantaneously after the first, at the target location of the first. If either [[Gadgets|Gadget]] on the &#039;&#039;Duct Tape&#039;&#039; is Self-Only, both [[Gadgets|Gadgets]] will automatically be retargeted upon yourself.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;Duct Tape&#039;&#039; consumes resources such as &#039;&#039;Utility Belt&#039;&#039; equal to the total cost of both attached [[Gadgets|Gadgets]] on use, or one of each [[Gadgets|Gadget]].&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Resourcefulness&#039;&#039;&#039;&lt;br /&gt;
| For every 3 &#039;&#039;Utility Belt&#039;&#039; you consume, you regain 1 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1581</id>
		<title>Wizard V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1581"/>
		<updated>2026-02-05T10:03:44Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Evoker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wizards draw [[&amp;quot;Power&amp;quot;|Power]] through a dedicated study of known flows of [[&amp;quot;Power&amp;quot;|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 [[#Revision|&#039;&#039;Revision&#039;&#039;]] or [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]] features. Their poor base defenses are augmented by [[#Contingency|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, [[General Mechanics Information#Metamagic|Metamagic]] and [[General Mechanics Information#Maneuvers|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 [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons ([[#Wizard Weapons|Wizard]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Intelligence (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Revision|Revision]], [[#Scribe Scroll|Scribe Scroll]], [[#Summon Familiar|Summon Familiar]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Contingency|Contingency I]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Contingency|Contingency II]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]], [[#Wizard Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Contingency|Contingency III]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Contingency|Contingency IV]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Wizard Bonus Feats|Bonus Feat]], [[#Contingency|Contingency V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wizard Core Mechanics ==&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 consume an amount of Arcane Focus equal to the spell&#039;s level, in exchange for not expending that slot. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level. This pool has a capacity equal to 5 + the Wizard&#039;s class level + their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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 that they know, they regain Arcane Focus equal to the spell&#039;s level. If they also have that spell memorized but expended, that spell memorization is refreshed. If the spell is memorized but not expended, they regain twice the Arcane Focus. 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;Scribe Scroll&#039;&#039;&#039; ===&lt;br /&gt;
Wizards learn the [[Feats#Scribe Scroll|Scribe Scroll]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Summon Familiar&#039;&#039;&#039; ===&lt;br /&gt;
A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster.&lt;br /&gt;
&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 the caster is damaged to the &#039;&#039;Bloodied&#039;&#039; state, the damage is halted at that health state (for example, no damage is taken beyond 50% of total health if receiving damage that takes the Wizard to &#039;&#039;Bloodied&#039;&#039;), and the Wizard automatically gains invisibility and damage resistance effects for 1 minute. The Wizard is also immune to damage for 1s following this activation. This feature may be restored with the expenditure of 5 &#039;&#039;Arcane Focus&#039;&#039;, by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Contingency Effects&lt;br /&gt;
|-&lt;br /&gt;
|2||Invisibility, 6 DR (All Damage: Absorption 80)&lt;br /&gt;
|-&lt;br /&gt;
|4||Invisibility, 12 DR (All Damage: Absorption 100)&lt;br /&gt;
|-&lt;br /&gt;
|6||Invisibility, 18 DR (All Damage: Absorption 120)&lt;br /&gt;
|-&lt;br /&gt;
|8||Invisibility, 24 DR (All Damage: Absorption 140)&lt;br /&gt;
|-&lt;br /&gt;
|10||Invisibility, 30 DR (All Damage: Absorption 160)&lt;br /&gt;
|-&lt;br /&gt;
|}&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 [[General Mechanics Information#Metamagic|Metamagic]] feats.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wizard Weapons&#039;&#039;&#039; ==&lt;br /&gt;
The Wizard may use the club, dagger, light crossbow, and quarterstaff.&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#Daze|Daze]]&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;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&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 Energy]]&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]]&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#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&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#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#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#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 Energy]]&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]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Rebuke|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&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|Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|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#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;
&lt;br /&gt;
=== &#039;&#039;&#039;Evoker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Defenses are only as good as their weakest point.&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;Conjunction&#039;&#039;&#039;&lt;br /&gt;
| You gain a &#039;&#039;Conjunction&#039;&#039; grid, which you may view in your archetype menu (archetype menus may be opened by using your base archetype feat, or the /atmenu command):&lt;br /&gt;
* This grid has 3 rows, and a number of columns equal to your highest spell level.&lt;br /&gt;
* Upon casting a spell with [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]] (or any cantrip), this grid gains a charge in the highest unfilled cell corresponding to the level of the spell.&lt;br /&gt;
* When a row of this grid is filled, that row is cleared and you gain points of &#039;&#039;Conjunction&#039;&#039; equal to 1 + the combined total of all your spell levels, minus your highest (e.g. a wizard who knows level 5 spells would gain 1+4+3+2+1 = 11 points). Any remaining filled cells in the grid rise to fill empty space.&lt;br /&gt;
* When consuming Evocation spell slots, an amount of Conjunction equal to the spell&#039;s level is expended to refund the slot, and you gain Arcane Focus equal to the spell level.&lt;br /&gt;
* &#039;&#039;Conjunction&#039;&#039; may also be consumed to recover Evocation spell slots, at a cost of 1 per level.&lt;br /&gt;
* You may possess a maximum amount of &#039;&#039;Conjunction&#039;&#039; equal to thrice the value of &#039;&#039;Conjunction&#039;&#039; you receive for completing a row.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Syzygy&#039;&#039;&#039;&lt;br /&gt;
| A &#039;&#039;Syzygy&#039;&#039; counter is added to your archetype menu. When consuming &#039;&#039;Conjunction&#039;&#039; points, your &#039;&#039;Syzygy&#039;&#039; counter is increased by the points consumed. Upon reaching or exceeding 10 in this counter, you gain a charge of &#039;&#039;Astroclasm&#039;&#039;. The counter is then reset to zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain a new ability, &#039;&#039;Astroclasm&#039;&#039;. This ability possesses a maximum capacity of 1 charge. &#039;&#039;Astroclasm&#039;&#039; allows you to nominate a point within 40m, firing an arcing bolt of force toward that location. This bolt explodes on impact, dealing 5 + 5d4 Force damage, plus an additional 1 + 1d4 per point of your Intelligence modifier (Save: Reflex; DC: Spell (L5); Half) in a 10m radius. Creatures must also succeed a Fortitude save or be knocked down for one round. This feature benefits from applicable [[General Mechanics Information#Metamagic|Metamagic]] that you know, at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Binary System&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Astroclasm&#039;&#039; capacity increases to 2. You now gain &#039;&#039;Syzygy&#039;&#039; when filling slots in your &#039;&#039;Conjunction&#039;&#039; grid, equal to the spell level.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Conjurer&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I am not without allies.&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;Reinforcements&#039;&#039;&#039;&lt;br /&gt;
| You gain a new resource pool, &#039;&#039;Reinforcements&#039;&#039;, with a maximum capacity equal to 3 + your Intelligence modifier + the combined spell levels of non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures you have present. When you cast a Conjuration spell, you gain &#039;&#039;Reinforcements&#039;&#039; equal to the spell&#039;s level. Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creatures emerge from this rift at a rate of 1 per second, consuming 1 point of &#039;&#039;Reinforcements&#039;&#039; apiece, with a summon duration of 3 rounds. If your &#039;&#039;Reinforcements&#039;&#039; pool reaches 0, the rift closes. You may also close the rift by targeting yourself with this feature.&lt;br /&gt;
The rift may also be obstructed by creatures occupying its space, provided they do not possess a collision-bypassing effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, you may summon additional creatures beyond your summoning capacity by casting the [[Spells#Summon Creature I|&#039;&#039;Summon Creature&#039;&#039;]] spell whilst at your maximum capacity. These over-capacity &#039;&#039;Reinforcements&#039;&#039; have a duration of 3 rounds, and do not return resources upon expiry.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Shock Troops&#039;&#039;&#039;&lt;br /&gt;
| Upon perishing, your &#039;&#039;Reinforcements&#039;&#039; explode following a delay of 3 seconds, causing the &#039;&#039;Reinforcement&#039;s&#039;&#039; highest hit die in Force damage to creatures within 4m. Should their duration expire, they also explode without delay. This feature benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Vanguarded&#039;&#039;&#039;&lt;br /&gt;
| Your non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures now each possess a duplicate of your &#039;&#039;Contingency&#039;&#039; feature; however, their &#039;&#039;Contingency&#039;&#039; feature does not confer invisibility, nor may it be restored.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Eldritch Knight&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Warded by rune and iron.&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;Eldritch Effect&#039;&#039;&#039;&lt;br /&gt;
| You gain two new resource gauges, &#039;&#039;Arcane Flux&#039;&#039; and &#039;&#039;Eldritch Induction&#039;&#039;. These appear on your archetype menu, accessible by the use of your archetype feat or the /atmenu chat command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* When casting a Wizard spell you gain &#039;&#039;Arcane Flux&#039;&#039;, at a rate of 6% per spell level for harmful spells, and 4% per spell level for others.&lt;br /&gt;
* You receive a 30% multiplicative damage immunity to all damage whilst you possess any &#039;&#039;Arcane Flux&#039;&#039;.&lt;br /&gt;
* Once per round, when making an attack, you convert &#039;&#039;Arcane Flux&#039;&#039; to &#039;&#039;Eldritch Induction&#039;&#039; at a rate dependent on the current score on the &#039;&#039;Arcane Flux&#039;&#039; meter, as indicated in the table below.&lt;br /&gt;
* You may use your archetype menu to consume 15% &#039;&#039;Eldritch Induction&#039;&#039; to restore 1 &#039;&#039;Arcane Focus&#039;&#039;.&lt;br /&gt;
* Your attacks have their damage increased by your &#039;&#039;Eldritch Induction&#039;&#039; percentage.&lt;br /&gt;
* Finally, you gain the &#039;&#039;Martial Weapon Proficiency&#039;&#039;, &#039;&#039;Simple Weapon Proficiency&#039;&#039;, &#039;&#039;Simple Weapon Mastery&#039;&#039;, &#039;&#039;Armor Proficiency (Light)&#039;&#039;, &#039;&#039;Armor Proficiency (Medium)&#039;&#039;, and &#039;&#039;Armor Proficiency (Heavy)&#039;&#039; feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Flux Gauge: Flux converted per attack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
0-9%: 2%&lt;br /&gt;
&lt;br /&gt;
10-39%: 4%&lt;br /&gt;
	&lt;br /&gt;
40-69%: 6%&lt;br /&gt;
&lt;br /&gt;
70-100%: 12%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force Feedback&#039;&#039;&#039;&lt;br /&gt;
| Provided you have cast a harmful spell within the past minute (trackable via your archetype menu), making an attack that converts &#039;&#039;Arcane Flux&#039;&#039; into &#039;&#039;Eldritch Induction&#039;&#039; causes the target to take Force damage equal to your Intelligence modifier (whether you hit or miss).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You thereafter also gain a Retaliation effect [Trigger: Attacks, Damage: Special (Type: Force), Limit: [Constitution Modifier] attacks, Duration: 3 rounds, Cooldown: 1s, per-Attacker]. The damage of this Retaliation effect is half your Intelligence modifier (rounded up), plus a die with a number of faces equal to your Intelligence modifier (if your modifier is odd, instead use the modifer minus 1). Further &#039;&#039;Force Feedback&#039;&#039; attacks refresh this effect.&lt;br /&gt;
&lt;br /&gt;
The effects of this feature benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] feats you know, at no extra cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Launch Sequencer&#039;&#039;&#039;&lt;br /&gt;
| When casting a harmful spell, you also cast any readied non-harmful spells to the right of its slot in your spellbook on yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there is another harmful spell memorised in a slot to the right of the spell slot you used, you instead cast the non-harmful spells in the slots between the two.&lt;br /&gt;
&lt;br /&gt;
You may use your archetype menu to disable this feature, and configure whether these automatic spells overwrite the effects of spells that are already active.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Ranger_V2&amp;diff=1580</id>
		<title>Ranger V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Ranger_V2&amp;diff=1580"/>
		<updated>2026-02-01T12:14:51Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Favoured Enemy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rangers draw [[&amp;quot;Power&amp;quot;|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|archetypes]] empower 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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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 [[General Mechanics Information#Maneuvers|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 [[Feats#Maneuver: Called Shot|Maneuver: Called Shot]].&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain [[#Archetypes|Archetype]] features, support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 Die:&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Reflex&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Rangers know all available 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;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Maneuver: Called Shot|Maneuver: Called Shot]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Ranged Fighting|Ranged Fighting]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Bonus Feat: Combat Style|Bonus Feat: Combat Style]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Awareness|Awareness]], [[#Favoured Enemy|Favoured Enemy]], [[#Favoured Terrain|Favoured Terrain]], [[#Survival Instinct|Survival Instinct]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Woodland Stride|Woodland Stride]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 ||  [[#Evasion|Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranger Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Called Shot&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger learns the [[Feats#Maneuver: Called Shot|Called Shot]] [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ranged Fighting&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives the [[Feats#Ranged Fighting|Ranged Fighting]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Combat Style&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives a bonus feat with which they may learn an additional Combat Style.&lt;br /&gt;
&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 plus their Wisdom modifier. This is used by class features such as [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] and [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]]. The Ranger recovers 1 &#039;&#039;Awareness&#039;&#039; for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Favoured Enemy&#039;&#039;&#039; ===&lt;br /&gt;
Rangers are famed for their single-minded focus on eliminating threats. Through the use of this ability, the Ranger expends 1 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]] to nominate 3 non-Minion targets as Favoured Enemies - identifying and exposing their weaknesses for themselves and allies to exploit. This inflicts the targets with a [[General_Mechanics_Information#Primed|&#039;&#039;Primed&#039;&#039;]] effect [1d6 / Class Level], and a 20% vulnerability to all damage for 3 rounds. The same target may be selected multiple times, extending the vulnerability duration by another 3 rounds and adding another [[General_Mechanics_Information#Primed|&#039;&#039;Primed&#039;&#039;]] effect on each application.&lt;br /&gt;
&lt;br /&gt;
Targeting yourself with &#039;&#039;Favoured Enemy&#039;&#039; will queue up a charge for automatic application to the next enemy you attack that is not already afflicted by &#039;&#039;Favoured Enemy&#039;&#039;. You may queue a maximum of 3 &#039;&#039;Favoured Enemy&#039;&#039; charges this way.&lt;br /&gt;
&lt;br /&gt;
Cancelling targeting without expending any charges will refund the point of [[#Awareness|&#039;&#039;Awareness&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Favoured Terrain&#039;&#039;&#039; ===&lt;br /&gt;
Masters of the environment, the Ranger may exploit their surroundings to hinder their foes, and grant themselves the advantage. The Ranger possesses 3 uses of &#039;&#039;Favoured Terrain&#039;&#039;, and may expend a use to target a point within 20m, creating a 7m radius zone of &#039;&#039;Favoured Terrain&#039;&#039; at that location for 3 rounds. When this zone expires, the Ranger recovers the use of &#039;&#039;Favoured Terrain&#039;&#039;. Within &#039;&#039;Favoured Terrain&#039;&#039;, the Ranger and their allies receive a physical damage bonus to attacks equal to the Ranger&#039;s Wisdom modifier. In addition, enemies of the Ranger receive a -1 attack bonus penalty, and a 10% movespeed reduction.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Survival Instinct&#039;&#039;&#039; ===&lt;br /&gt;
A Ranger may be spurred to extraordinary feats of self-preservation, should circumstances turn upon them. By consuming 3 points of [[#Awareness|&#039;&#039;Awareness&#039;&#039;]], the Ranger may restore hitpoints equal to 10% of their maximum plus their class level. They proceed to also receive temporary hitpoints equal to the healed amount lasting for 3 rounds, and regeneration every 2 seconds for 3 rounds equal to their Wisdom plus Constitution modifiers.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Woodland Stride&#039;&#039;&#039; ===&lt;br /&gt;
The character is immune to the [[Spells#Entangle|&#039;&#039;Entangle&#039;&#039;]], [[Spells#Grease|&#039;&#039;Grease&#039;&#039;]], [[Spells#Web|&#039;&#039;Web&#039;&#039;]], [[Spells#Spike_Growth|&#039;&#039;Spike Growth&#039;&#039;]], and [[Spells#Vine_Mine|&#039;&#039;Vine Mine&#039;&#039;]] spells.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&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#Endure_Energy|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&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#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#Bear&#039;s_Endurance|Bear&#039;s Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s_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#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#Owl&#039;s_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Energy|Resist Energy]]&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#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#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_Energy|Protection from Energy]]&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;
&lt;br /&gt;
=== &#039;&#039;&#039;Spellcasting Progression&#039;&#039;&#039; ===&lt;br /&gt;
Rangers receive the following number of spell slots per level, with bonus slots possible from a high WIS modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Slots (level 1/level 2/level 3)&lt;br /&gt;
|-&lt;br /&gt;
|1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|5 || 2/1&lt;br /&gt;
|-&lt;br /&gt;
|9 || 3/2/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Predator&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Out here only the strong survive.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Rules of Nature&#039;&#039;&#039;&lt;br /&gt;
| The damage bonus you receive from [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]] is increased by your Strength and Dexterity modifiers.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Bloodshed&#039;&#039;&#039;&lt;br /&gt;
| When you apply [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] to a target, that target is marked for &#039;&#039;Bloodshed&#039;&#039;. Upon next receiving damage, the target begins taking 1d6 + half your Wisdom modifier in Physical damage at frequent intervals - twice per second for the first 2 seconds, once per second for the next 4 seconds, once per two seconds for the next 6 seconds, and finally once per three seconds for 6 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triggering &#039;&#039;Bloodshed&#039;&#039; also grants you one bonus attack per round for 3 rounds. Successive triggers extend the duration.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Violence Breeds Violence&#039;&#039;&#039;&lt;br /&gt;
|When &#039;&#039;Bloodshed&#039;&#039; is triggered, all enemies within your [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]] receive a tick of your &#039;&#039;Bloodshed&#039;&#039; damage, and become &#039;&#039;Primed&#039;&#039; as if they had been marked by [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]].&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;Get off my land.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Home Advantage&#039;&#039;&#039;&lt;br /&gt;
| Whilst within the confines of [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]], you receive a 50% multiplicative immunity to all damage.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Survivalist&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] ability now costs only 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. In addition, any overhealing from [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] is converted into temporary hitpoints (THP) which last 1 minute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
THP that expire through duration from [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] are added to the absorption of a Damage Resistance effect to all damage with a Threshold equal to your combined WIS + CON modifiers, lasting until your next rest.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Dead Set&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] ability now costs only 1 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] you nominate, you receive THP equal to your WIS + CON modifiers. These THP also have a duration of 1 minute. As with [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]], remaining THP are added to the &#039;&#039;Survivalist&#039;&#039; DR effect.&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;
| You 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. If your companion perishes, it may be resummoned using this feat at a cost of 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. This ally is Elite rated, and has a Threat Level equal to your Ranger level. If you also possess the [[#Druid|&#039;&#039;First Words&#039;&#039;]] feature from the [[#Druid|Druid]] [[Druid#Wildspeaker|&#039;&#039;Wildspeaker&#039;&#039;]], your [[#Druid|Druid]] and Ranger levels stack when determining the creature&#039;s Threat Level. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may target the beast with this feat to restore hitpoints equal to its maximum hit points, at a cost of 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. Excess is instead granted as temporary hitpoints lasting one minute, to a maximum of half the creature&#039;s hit point total.&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;Animal Companion&#039;&#039; benefits from [[#Woodland Stride|&#039;&#039;Woodland Stride&#039;&#039;]], and receives an additional bonus to damage equal to your Ranger level. If you know the [[Feats#Cleave|Cleave]] feat, your &#039;&#039;Animal Companion&#039;&#039; also possesses this feat.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Pack Tactics&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Animal Companion&#039;&#039; now receives benefits based upon the mode selected by the use of this feat, as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: +1 bonus attack per round, +1 physical damage per two levels&lt;br /&gt;
&lt;br /&gt;
Defense: +10% multiplicative physical damage immunity per 2 levels&lt;br /&gt;
&lt;br /&gt;
Furthermore, when you use a [[General Mechanics Information#Maneuvers|Maneuver]] on a creature, your &#039;&#039;Animal Companion&#039;&#039; performs a [[General Mechanics Information#Maneuvers|Maneuver]] on its current target, as defined by its type below.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Maneater&#039;&#039;&#039;&lt;br /&gt;
| Upon a successful attack by your &#039;&#039;Animal Companion&#039;&#039; versus a creature marked with [[#Favoured Enemy|Favoured Enemy]], or an enemy being slain within 10m of them, your &#039;&#039;Animal Companion&#039;&#039; gains a stack of &#039;&#039;Maneater&#039;&#039;. Reaching 5 stacks causes these stacks to be consumed, promoting your &#039;&#039;Animal Companion&#039;&#039; to a Solo-rated creature for 3 rounds. Further successful attacks or kills extend the duration by 3 seconds apiece.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Animal&lt;br /&gt;
!Role&lt;br /&gt;
!Maneuver&lt;br /&gt;
|-&lt;br /&gt;
|Bear&lt;br /&gt;
|Brute&lt;br /&gt;
|[[Feats#Maneuver: Provoke|Provoke]]&lt;br /&gt;
|-&lt;br /&gt;
|Boar&lt;br /&gt;
|Soldier&lt;br /&gt;
|[[Feats#Maneuver: Provoke|Provoke]]&lt;br /&gt;
|-&lt;br /&gt;
|Wolf&lt;br /&gt;
|Skirmisher&lt;br /&gt;
|[[Feats#Maneuver: Knockdown|Knockdown]]&lt;br /&gt;
|-&lt;br /&gt;
|Hawk&lt;br /&gt;
|Lurker&lt;br /&gt;
|[[Feats#Maneuver: Blind|Blind]]&lt;br /&gt;
|-&lt;br /&gt;
|Lynx&lt;br /&gt;
|Lurker&lt;br /&gt;
|[[Feats#Maneuver: Blind|Blind]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Ranger_V2&amp;diff=1579</id>
		<title>Ranger V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Ranger_V2&amp;diff=1579"/>
		<updated>2026-02-01T11:21:33Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Predator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rangers draw [[&amp;quot;Power&amp;quot;|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|archetypes]] empower 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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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 [[General Mechanics Information#Maneuvers|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 [[Feats#Maneuver: Called Shot|Maneuver: Called Shot]].&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain [[#Archetypes|Archetype]] features, support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 Die:&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Reflex&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Rangers know all available 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;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Maneuver: Called Shot|Maneuver: Called Shot]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Ranged Fighting|Ranged Fighting]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Bonus Feat: Combat Style|Bonus Feat: Combat Style]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Awareness|Awareness]], [[#Favoured Enemy|Favoured Enemy]], [[#Favoured Terrain|Favoured Terrain]], [[#Survival Instinct|Survival Instinct]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Woodland Stride|Woodland Stride]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 ||  [[#Evasion|Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranger Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Called Shot&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger learns the [[Feats#Maneuver: Called Shot|Called Shot]] [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ranged Fighting&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives the [[Feats#Ranged Fighting|Ranged Fighting]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Combat Style&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives a bonus feat with which they may learn an additional Combat Style.&lt;br /&gt;
&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 plus their Wisdom modifier. This is used by class features such as [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] and [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]]. The Ranger recovers 1 &#039;&#039;Awareness&#039;&#039; for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Favoured Enemy&#039;&#039;&#039; ===&lt;br /&gt;
Rangers are famed for their single-minded focus on eliminating threats. Through the use of this ability, the Ranger expends 1 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]] to nominate 3 non-Minion targets as Favoured Enemies - identifying and exposing their weaknesses for themselves and allies to exploit. This inflicts the targets with a [[General_Mechanics_Information#Primed|&#039;&#039;Primed&#039;&#039;]] effect [1d6 / Class Level], and a 20% vulnerability to all damage for 3 rounds. The same target may be selected multiple times, extending the vulnerability duration by another 3 rounds and adding another [[General_Mechanics_Information#Primed|&#039;&#039;Primed&#039;&#039;]] effect on each application.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Favoured Terrain&#039;&#039;&#039; ===&lt;br /&gt;
Masters of the environment, the Ranger may exploit their surroundings to hinder their foes, and grant themselves the advantage. The Ranger possesses 3 uses of &#039;&#039;Favoured Terrain&#039;&#039;, and may expend a use to target a point within 20m, creating a 7m radius zone of &#039;&#039;Favoured Terrain&#039;&#039; at that location for 3 rounds. When this zone expires, the Ranger recovers the use of &#039;&#039;Favoured Terrain&#039;&#039;. Within &#039;&#039;Favoured Terrain&#039;&#039;, the Ranger and their allies receive a physical damage bonus to attacks equal to the Ranger&#039;s Wisdom modifier. In addition, enemies of the Ranger receive a -1 attack bonus penalty, and a 10% movespeed reduction.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Survival Instinct&#039;&#039;&#039; ===&lt;br /&gt;
A Ranger may be spurred to extraordinary feats of self-preservation, should circumstances turn upon them. By consuming 3 points of [[#Awareness|&#039;&#039;Awareness&#039;&#039;]], the Ranger may restore hitpoints equal to 10% of their maximum plus their class level. They proceed to also receive temporary hitpoints equal to the healed amount lasting for 3 rounds, and regeneration every 2 seconds for 3 rounds equal to their Wisdom plus Constitution modifiers.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Woodland Stride&#039;&#039;&#039; ===&lt;br /&gt;
The character is immune to the [[Spells#Entangle|&#039;&#039;Entangle&#039;&#039;]], [[Spells#Grease|&#039;&#039;Grease&#039;&#039;]], [[Spells#Web|&#039;&#039;Web&#039;&#039;]], [[Spells#Spike_Growth|&#039;&#039;Spike Growth&#039;&#039;]], and [[Spells#Vine_Mine|&#039;&#039;Vine Mine&#039;&#039;]] spells.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&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#Endure_Energy|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&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#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#Bear&#039;s_Endurance|Bear&#039;s Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s_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#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#Owl&#039;s_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Energy|Resist Energy]]&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#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#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_Energy|Protection from Energy]]&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;
&lt;br /&gt;
=== &#039;&#039;&#039;Spellcasting Progression&#039;&#039;&#039; ===&lt;br /&gt;
Rangers receive the following number of spell slots per level, with bonus slots possible from a high WIS modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Slots (level 1/level 2/level 3)&lt;br /&gt;
|-&lt;br /&gt;
|1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|5 || 2/1&lt;br /&gt;
|-&lt;br /&gt;
|9 || 3/2/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Predator&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Out here only the strong survive.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Rules of Nature&#039;&#039;&#039;&lt;br /&gt;
| The damage bonus you receive from [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]] is increased by your Strength and Dexterity modifiers.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Bloodshed&#039;&#039;&#039;&lt;br /&gt;
| When you apply [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] to a target, that target is marked for &#039;&#039;Bloodshed&#039;&#039;. Upon next receiving damage, the target begins taking 1d6 + half your Wisdom modifier in Physical damage at frequent intervals - twice per second for the first 2 seconds, once per second for the next 4 seconds, once per two seconds for the next 6 seconds, and finally once per three seconds for 6 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triggering &#039;&#039;Bloodshed&#039;&#039; also grants you one bonus attack per round for 3 rounds. Successive triggers extend the duration.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Violence Breeds Violence&#039;&#039;&#039;&lt;br /&gt;
|When &#039;&#039;Bloodshed&#039;&#039; is triggered, all enemies within your [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]] receive a tick of your &#039;&#039;Bloodshed&#039;&#039; damage, and become &#039;&#039;Primed&#039;&#039; as if they had been marked by [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]].&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;Get off my land.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Home Advantage&#039;&#039;&#039;&lt;br /&gt;
| Whilst within the confines of [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]], you receive a 50% multiplicative immunity to all damage.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Survivalist&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] ability now costs only 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. In addition, any overhealing from [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] is converted into temporary hitpoints (THP) which last 1 minute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
THP that expire through duration from [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] are added to the absorption of a Damage Resistance effect to all damage with a Threshold equal to your combined WIS + CON modifiers, lasting until your next rest.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Dead Set&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] ability now costs only 1 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] you nominate, you receive THP equal to your WIS + CON modifiers. These THP also have a duration of 1 minute. As with [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]], remaining THP are added to the &#039;&#039;Survivalist&#039;&#039; DR effect.&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;
| You 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. If your companion perishes, it may be resummoned using this feat at a cost of 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. This ally is Elite rated, and has a Threat Level equal to your Ranger level. If you also possess the [[#Druid|&#039;&#039;First Words&#039;&#039;]] feature from the [[#Druid|Druid]] [[Druid#Wildspeaker|&#039;&#039;Wildspeaker&#039;&#039;]], your [[#Druid|Druid]] and Ranger levels stack when determining the creature&#039;s Threat Level. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may target the beast with this feat to restore hitpoints equal to its maximum hit points, at a cost of 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. Excess is instead granted as temporary hitpoints lasting one minute, to a maximum of half the creature&#039;s hit point total.&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;Animal Companion&#039;&#039; benefits from [[#Woodland Stride|&#039;&#039;Woodland Stride&#039;&#039;]], and receives an additional bonus to damage equal to your Ranger level. If you know the [[Feats#Cleave|Cleave]] feat, your &#039;&#039;Animal Companion&#039;&#039; also possesses this feat.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Pack Tactics&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Animal Companion&#039;&#039; now receives benefits based upon the mode selected by the use of this feat, as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: +1 bonus attack per round, +1 physical damage per two levels&lt;br /&gt;
&lt;br /&gt;
Defense: +10% multiplicative physical damage immunity per 2 levels&lt;br /&gt;
&lt;br /&gt;
Furthermore, when you use a [[General Mechanics Information#Maneuvers|Maneuver]] on a creature, your &#039;&#039;Animal Companion&#039;&#039; performs a [[General Mechanics Information#Maneuvers|Maneuver]] on its current target, as defined by its type below.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Maneater&#039;&#039;&#039;&lt;br /&gt;
| Upon a successful attack by your &#039;&#039;Animal Companion&#039;&#039; versus a creature marked with [[#Favoured Enemy|Favoured Enemy]], or an enemy being slain within 10m of them, your &#039;&#039;Animal Companion&#039;&#039; gains a stack of &#039;&#039;Maneater&#039;&#039;. Reaching 5 stacks causes these stacks to be consumed, promoting your &#039;&#039;Animal Companion&#039;&#039; to a Solo-rated creature for 3 rounds. Further successful attacks or kills extend the duration by 3 seconds apiece.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Animal&lt;br /&gt;
!Role&lt;br /&gt;
!Maneuver&lt;br /&gt;
|-&lt;br /&gt;
|Bear&lt;br /&gt;
|Brute&lt;br /&gt;
|[[Feats#Maneuver: Provoke|Provoke]]&lt;br /&gt;
|-&lt;br /&gt;
|Boar&lt;br /&gt;
|Soldier&lt;br /&gt;
|[[Feats#Maneuver: Provoke|Provoke]]&lt;br /&gt;
|-&lt;br /&gt;
|Wolf&lt;br /&gt;
|Skirmisher&lt;br /&gt;
|[[Feats#Maneuver: Knockdown|Knockdown]]&lt;br /&gt;
|-&lt;br /&gt;
|Hawk&lt;br /&gt;
|Lurker&lt;br /&gt;
|[[Feats#Maneuver: Blind|Blind]]&lt;br /&gt;
|-&lt;br /&gt;
|Lynx&lt;br /&gt;
|Lurker&lt;br /&gt;
|[[Feats#Maneuver: Blind|Blind]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Ranger_V2&amp;diff=1578</id>
		<title>Ranger V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Ranger_V2&amp;diff=1578"/>
		<updated>2026-02-01T08:47:24Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Predator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rangers draw [[&amp;quot;Power&amp;quot;|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|archetypes]] empower 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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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 [[General Mechanics Information#Maneuvers|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 [[Feats#Maneuver: Called Shot|Maneuver: Called Shot]].&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain [[#Archetypes|Archetype]] features, support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 Die:&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Reflex&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Rangers know all available 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;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Maneuver: Called Shot|Maneuver: Called Shot]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Ranged Fighting|Ranged Fighting]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Bonus Feat: Combat Style|Bonus Feat: Combat Style]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Awareness|Awareness]], [[#Favoured Enemy|Favoured Enemy]], [[#Favoured Terrain|Favoured Terrain]], [[#Survival Instinct|Survival Instinct]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Woodland Stride|Woodland Stride]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 ||  [[#Evasion|Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranger Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Called Shot&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger learns the [[Feats#Maneuver: Called Shot|Called Shot]] [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ranged Fighting&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives the [[Feats#Ranged Fighting|Ranged Fighting]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Combat Style&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives a bonus feat with which they may learn an additional Combat Style.&lt;br /&gt;
&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 plus their Wisdom modifier. This is used by class features such as [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] and [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]]. The Ranger recovers 1 &#039;&#039;Awareness&#039;&#039; for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Favoured Enemy&#039;&#039;&#039; ===&lt;br /&gt;
Rangers are famed for their single-minded focus on eliminating threats. Through the use of this ability, the Ranger expends 1 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]] to nominate 3 non-Minion targets as Favoured Enemies - identifying and exposing their weaknesses for themselves and allies to exploit. This inflicts the targets with a [[General_Mechanics_Information#Primed|&#039;&#039;Primed&#039;&#039;]] effect [1d6 / Class Level], and a 20% vulnerability to all damage for 3 rounds. The same target may be selected multiple times, extending the vulnerability duration by another 3 rounds and adding another [[General_Mechanics_Information#Primed|&#039;&#039;Primed&#039;&#039;]] effect on each application.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Favoured Terrain&#039;&#039;&#039; ===&lt;br /&gt;
Masters of the environment, the Ranger may exploit their surroundings to hinder their foes, and grant themselves the advantage. The Ranger possesses 3 uses of &#039;&#039;Favoured Terrain&#039;&#039;, and may expend a use to target a point within 20m, creating a 7m radius zone of &#039;&#039;Favoured Terrain&#039;&#039; at that location for 3 rounds. When this zone expires, the Ranger recovers the use of &#039;&#039;Favoured Terrain&#039;&#039;. Within &#039;&#039;Favoured Terrain&#039;&#039;, the Ranger and their allies receive a physical damage bonus to attacks equal to the Ranger&#039;s Wisdom modifier. In addition, enemies of the Ranger receive a -1 attack bonus penalty, and a 10% movespeed reduction.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Survival Instinct&#039;&#039;&#039; ===&lt;br /&gt;
A Ranger may be spurred to extraordinary feats of self-preservation, should circumstances turn upon them. By consuming 3 points of [[#Awareness|&#039;&#039;Awareness&#039;&#039;]], the Ranger may restore hitpoints equal to 10% of their maximum plus their class level. They proceed to also receive temporary hitpoints equal to the healed amount lasting for 3 rounds, and regeneration every 2 seconds for 3 rounds equal to their Wisdom plus Constitution modifiers.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Woodland Stride&#039;&#039;&#039; ===&lt;br /&gt;
The character is immune to the [[Spells#Entangle|&#039;&#039;Entangle&#039;&#039;]], [[Spells#Grease|&#039;&#039;Grease&#039;&#039;]], [[Spells#Web|&#039;&#039;Web&#039;&#039;]], [[Spells#Spike_Growth|&#039;&#039;Spike Growth&#039;&#039;]], and [[Spells#Vine_Mine|&#039;&#039;Vine Mine&#039;&#039;]] spells.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&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#Endure_Energy|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&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#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#Bear&#039;s_Endurance|Bear&#039;s Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s_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#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#Owl&#039;s_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Energy|Resist Energy]]&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#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#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_Energy|Protection from Energy]]&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;
&lt;br /&gt;
=== &#039;&#039;&#039;Spellcasting Progression&#039;&#039;&#039; ===&lt;br /&gt;
Rangers receive the following number of spell slots per level, with bonus slots possible from a high WIS modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Slots (level 1/level 2/level 3)&lt;br /&gt;
|-&lt;br /&gt;
|1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|5 || 2/1&lt;br /&gt;
|-&lt;br /&gt;
|9 || 3/2/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Predator&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Out here only the strong survive.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Rules of Nature&#039;&#039;&#039;&lt;br /&gt;
| The damage bonus you receive from [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]] is increased by your Strength and Dexterity modifiers.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Bloodshed&#039;&#039;&#039;&lt;br /&gt;
| When you apply [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] to a target, that target is marked for &#039;&#039;Bloodshed&#039;&#039;. Upon next receiving damage, the target begins taking 1d6 + half your Wisdom modifier in Physical damage at frequent intervals - twice per second for the first 2 seconds, once per second for the next 4 seconds, once per two seconds for the next 6 seconds, and finally once per three seconds for 6 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triggering &#039;&#039;Bloodshed&#039;&#039; also grants you one bonus attack per round for 3 rounds. Successive triggers extend the duration.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Violence Breeds Violence&#039;&#039;&#039;&lt;br /&gt;
|When a creature perishes under the effects of &#039;&#039;Bloodshed&#039;&#039;, all enemies within your [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]] receive two ticks of your &#039;&#039;Bloodshed&#039;&#039; damage.&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;Get off my land.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Home Advantage&#039;&#039;&#039;&lt;br /&gt;
| Whilst within the confines of [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]], you receive a 50% multiplicative immunity to all damage.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Survivalist&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] ability now costs only 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. In addition, any overhealing from [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] is converted into temporary hitpoints (THP) which last 1 minute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
THP that expire through duration from [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] are added to the absorption of a Damage Resistance effect to all damage with a Threshold equal to your combined WIS + CON modifiers, lasting until your next rest.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Dead Set&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] ability now costs only 1 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] you nominate, you receive THP equal to your WIS + CON modifiers. These THP also have a duration of 1 minute. As with [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]], remaining THP are added to the &#039;&#039;Survivalist&#039;&#039; DR effect.&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;
| You 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. If your companion perishes, it may be resummoned using this feat at a cost of 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. This ally is Elite rated, and has a Threat Level equal to your Ranger level. If you also possess the [[#Druid|&#039;&#039;First Words&#039;&#039;]] feature from the [[#Druid|Druid]] [[Druid#Wildspeaker|&#039;&#039;Wildspeaker&#039;&#039;]], your [[#Druid|Druid]] and Ranger levels stack when determining the creature&#039;s Threat Level. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may target the beast with this feat to restore hitpoints equal to its maximum hit points, at a cost of 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. Excess is instead granted as temporary hitpoints lasting one minute, to a maximum of half the creature&#039;s hit point total.&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;Animal Companion&#039;&#039; benefits from [[#Woodland Stride|&#039;&#039;Woodland Stride&#039;&#039;]], and receives an additional bonus to damage equal to your Ranger level. If you know the [[Feats#Cleave|Cleave]] feat, your &#039;&#039;Animal Companion&#039;&#039; also possesses this feat.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Pack Tactics&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Animal Companion&#039;&#039; now receives benefits based upon the mode selected by the use of this feat, as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: +1 bonus attack per round, +1 physical damage per two levels&lt;br /&gt;
&lt;br /&gt;
Defense: +10% multiplicative physical damage immunity per 2 levels&lt;br /&gt;
&lt;br /&gt;
Furthermore, when you use a [[General Mechanics Information#Maneuvers|Maneuver]] on a creature, your &#039;&#039;Animal Companion&#039;&#039; performs a [[General Mechanics Information#Maneuvers|Maneuver]] on its current target, as defined by its type below.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Maneater&#039;&#039;&#039;&lt;br /&gt;
| Upon a successful attack by your &#039;&#039;Animal Companion&#039;&#039; versus a creature marked with [[#Favoured Enemy|Favoured Enemy]], or an enemy being slain within 10m of them, your &#039;&#039;Animal Companion&#039;&#039; gains a stack of &#039;&#039;Maneater&#039;&#039;. Reaching 5 stacks causes these stacks to be consumed, promoting your &#039;&#039;Animal Companion&#039;&#039; to a Solo-rated creature for 3 rounds. Further successful attacks or kills extend the duration by 3 seconds apiece.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Animal&lt;br /&gt;
!Role&lt;br /&gt;
!Maneuver&lt;br /&gt;
|-&lt;br /&gt;
|Bear&lt;br /&gt;
|Brute&lt;br /&gt;
|[[Feats#Maneuver: Provoke|Provoke]]&lt;br /&gt;
|-&lt;br /&gt;
|Boar&lt;br /&gt;
|Soldier&lt;br /&gt;
|[[Feats#Maneuver: Provoke|Provoke]]&lt;br /&gt;
|-&lt;br /&gt;
|Wolf&lt;br /&gt;
|Skirmisher&lt;br /&gt;
|[[Feats#Maneuver: Knockdown|Knockdown]]&lt;br /&gt;
|-&lt;br /&gt;
|Hawk&lt;br /&gt;
|Lurker&lt;br /&gt;
|[[Feats#Maneuver: Blind|Blind]]&lt;br /&gt;
|-&lt;br /&gt;
|Lynx&lt;br /&gt;
|Lurker&lt;br /&gt;
|[[Feats#Maneuver: Blind|Blind]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Bard_V2&amp;diff=1577</id>
		<title>Bard V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Bard_V2&amp;diff=1577"/>
		<updated>2026-02-01T05:31:00Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Vitals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bards draw [[&amp;quot;Power&amp;quot;|Power]] from a mixture of the arcane and primal energies within the emotions of themselves and others. They possess 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|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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 [[General Mechanics Information#Metamagic|Metamagic]] Pool) and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 [[General Mechanics Information#Maneuvers|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 Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), Shields, Weapons (Simple, [[Rogue#Rogue Weapons|Rogue]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Reflex, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane/Primal Hybrid. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Bards learn two spells each level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 1)]], [[#Bardic Knowledge|Bardic Knowledge]], [[Feats#Metamagic: Conversion|Metamagic: Conversion]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Inspiration Aura|Inspiration +1]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 2)]], [[#Harmony|Harmony: Vilify]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Archetypes|Archetype Feature I]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +2]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 3)]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +3]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 4)]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +4]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 5)]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[#Archetypes|Archetype Feature III]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bard Core Mechanics ==&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;Inspiration Aura&#039;&#039;&#039; ===&lt;br /&gt;
The Bard&#039;s presence 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;
|&#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;
|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;Harmony&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Whether through song, dance, speech, or their simple presence, a Bard resonates with the social fabric wherever they go. [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] represents an abstraction of this, granting the Bard a resource pool with a maximum capacity equal to their Bard level plus Charisma modifier, which may be expended to power various effects. One point of [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] is restored for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
The Bard receives the [[#Vilify|&#039;&#039;Vilify&#039;&#039;]] ability at level 3, and may select an additional [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] feature that utilises this resource at levels 4, 6, 8, and 10.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Vilify&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Expending 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]], the Bard inflicts 15 + 10d2 Psychic damage against a target. This feature cannot be used again until 1 round has passed.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Echo&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
The Bard expends 2 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] to replicate the effects of any positive spells currently present upon them, to a target ally.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Sympathy&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
A burden shared is a burden halved. The Bard expends 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] to restore half of the target&#039;s missing hitpoints.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Epiphany&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
A target ally may be granted [[General_Mechanics_Information#Maneuvers|&#039;&#039;Maneuvers&#039;&#039;]] and [[General_Mechanics_Information#Metamagic|&#039;&#039;Metamagic&#039;&#039;]] equal to the Bard&#039;s Charisma modifier, at the cost of 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Peace&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Expending 3 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]], the Bard causes a single target ally to receive the effects of a [[General_Mechanics_Information#Stability|&#039;&#039;Short Rest&#039;&#039;]]. This ability may only be used on a target again once they have executed a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&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#Color_Spray|Color Spray]]&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#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#Aid|Aid]]&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#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#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#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&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#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&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#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#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#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#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#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#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]]&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#Phantasmal_Killer|Phantasmal Killer]]&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;
[[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#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&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;
&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;Living Legends&#039;&#039;&#039;&lt;br /&gt;
| You may grant allies a variety of benefits, dependent on their role in your story. Granting a role consumes 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&lt;br /&gt;
Each role may only apply to one target at a time, with a maximum of 3 roles granted at once. There is no duration limit on these benefits, so long as a target remains within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]]. If a target leaves your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]] range, their role benefits will expire within 1 minute. The target may return to the aura to again remove this durational limit.&lt;br /&gt;
&lt;br /&gt;
The roles and their benefits are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mighty:&#039;&#039;&#039; +CHA Attack Damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Swift:&#039;&#039;&#039; +1 Attack per round&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Stalwart:&#039;&#039;&#039; +30% Multiplicative Damage Immunity (MultDI) to all damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Erudite:&#039;&#039;&#039; +25% Spell Damage, +1 Metamagic Recycle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Beneficent:&#039;&#039;&#039; +20% Healing, THP generation, DR Magnitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vengeful:&#039;&#039;&#039; Retaliation [Trigger: Attacks, Damage: 1d6 + CHA Sonic, Limit: N/A, Duration: N/A, Cooldown: 1s, per-Attacker], +25% Retaliation Damage&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Rapt Audience&#039;&#039;&#039;&lt;br /&gt;
| When using [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] features, you affect every applicable target within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]] range instead of a single target. If you have any &#039;&#039;Living Legends&#039;&#039; currently outside your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]], they too receive the [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] effects.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Legends Never Die&#039;&#039;&#039;&lt;br /&gt;
| Upon granting a &#039;&#039;Living Legend&#039;&#039; role, you also grant the target &#039;&#039;Plot Armour&#039;&#039;; a Damage Resistance effect with a Threshold equal to your Charisma modifier, and an Absorption Limit equal to half the target&#039;s maximum hitpoints. If the &#039;&#039;Living Legend&#039;&#039; should suffer damage that would result in their death, the damage is instead halted at 1 HP, the &#039;&#039;Living Legend&#039;&#039; is healed for hitpoints equal to the remaining Absorption in the &#039;&#039;Plot Armour&#039;&#039;, and they may not be reduced below 1 hitpoint for 1 round. If you grant &#039;&#039;Plot Armour&#039;&#039; to a target who is currently dead or dying, they are immediately revived before receiving the additional effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plot Armour&#039;&#039; may be reapplied to a &#039;&#039;Living Legend&#039;&#039; without &#039;&#039;Plot Armour&#039;&#039; via the Storyteller menu, at a cost of 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&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;Great Deeds&#039;&#039;&#039;&lt;br /&gt;
| When an ally scores a critical hit within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]], all allies within it gain the effects of [[Spells#Haste|&#039;&#039;Haste&#039;&#039;]] for 3 rounds as an Extraordinary effect. The duration of &#039;&#039;Great Deeds&#039;&#039; stacks if an ally should already be under its effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may also use this feat to consume 1 [[#Harmony|Harmony]] in order to activate &#039;&#039;Great Deeds&#039;&#039; as if you had scored a critical hit.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the [[Feats#Martial Weapon Proficiency|Martial Weapon Proficiency]] and [[Feats#Simple Weapon Mastery|Simple Weapon Mastery]] feats, if you do not already possess them.&lt;br /&gt;
|-&lt;br /&gt;
|7&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|&#039;&#039;Inspiration Aura&#039;&#039;]], half of their total damage is struck again as Sonic damage. You also grant all allies receiving your &#039;&#039;Great Deeds&#039;&#039; effect a Sonic damage bonus equal to twice your [[#Inspiration Aura|Inspiration Bonus]].&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|&#039;&#039;Inspiration Aura&#039;&#039;]], any Sonic damage that was a part of that attack is reapplied to the nearest enemy to you within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]]. 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;Magical Secrets&#039;&#039;&#039;&lt;br /&gt;
| Your archetype menu may be used to target a spell scroll to create a &#039;&#039;Scroll of Secrets&#039;&#039;, a charged magical item capable of casting the spell contained within the target scroll, with the following properties:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Charges equal to your combined mental ability modifiers upon resting. Spells consume 1 + 1 charge per spell level, max 5.&lt;br /&gt;
* Two slots, able to hold spells of up to 3rd level.&lt;br /&gt;
* When you expend a Bard spell slot, your &#039;&#039;Scroll of Secrets&#039;&#039; gains charges equal to the level of the spell, max 4. Similarly, you regain a spell slot equal to the spell&#039;s level whenever you cast from your &#039;&#039;Scroll of Secrets&#039;&#039;. This may exceed the normal maximum capacity for charges or spell slots.&lt;br /&gt;
* You may use your archetype menu to expend 3 [[#Harmony|Harmony]] in order to restore charges to your &#039;&#039;Scroll of Secrets&#039;&#039; equal to your combined mental modifiers.&lt;br /&gt;
* You may reassign your &#039;&#039;Scroll of Secrets&#039;&#039; spells whenever you Rest, before casting any spells from the &#039;&#039;Scroll of Secrets&#039;&#039;.&lt;br /&gt;
* Spells cast from the &#039;&#039;Scroll of Secrets&#039;&#039; do not degrade [[General Mechanics Information#Stability|Stability]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Expansive Knowledge&#039;&#039;&#039;&lt;br /&gt;
| You gain two more slots in your &#039;&#039;Scroll of Secrets&#039;&#039;. These slots are able to hold up to 4th level spells.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Deep Lore&#039;&#039;&#039;&lt;br /&gt;
| You gain one further slot in your &#039;&#039;Scroll of Secrets&#039;&#039;, able to hold spells up to 5th level. When using the &#039;&#039;Scroll of Secrets&#039;&#039; or an equipped item to cast a spell, the spell benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know at no cost.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Bard_V2&amp;diff=1576</id>
		<title>Bard V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Bard_V2&amp;diff=1576"/>
		<updated>2026-02-01T05:27:31Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Bard Core Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bards draw [[&amp;quot;Power&amp;quot;|Power]] from a mixture of the arcane and primal energies within the emotions of themselves and others. They possess 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|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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 [[General Mechanics Information#Metamagic|Metamagic]] Pool) and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 [[General Mechanics Information#Maneuvers|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 Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), Shields, Weapons (Simple, [[Rogue#Rogue Weapons|Rogue]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Reflex, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane/Primal Hybrid. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Bards learn two spells each level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 1)]], [[#Bardic Knowledge|Bardic Knowledge]], [[Feats#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Inspiration Aura|Inspiration +1]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 2)]], [[#Harmony|Harmony: Vilify]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Archetypes|Archetype Feature I]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +2]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 3)]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +3]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 4)]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +4]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 5)]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[#Archetypes|Archetype Feature III]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bard Core Mechanics ==&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;Inspiration Aura&#039;&#039;&#039; ===&lt;br /&gt;
The Bard&#039;s presence 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;
|&#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;
|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;Harmony&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Whether through song, dance, speech, or their simple presence, a Bard resonates with the social fabric wherever they go. [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] represents an abstraction of this, granting the Bard a resource pool with a maximum capacity equal to their Bard level plus Charisma modifier, which may be expended to power various effects. One point of [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] is restored for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
The Bard receives the [[#Vilify|&#039;&#039;Vilify&#039;&#039;]] ability at level 3, and may select an additional [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] feature that utilises this resource at levels 4, 6, 8, and 10.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Vilify&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Expending 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]], the Bard inflicts 15 + 10d2 Psychic damage against a target. This feature cannot be used again until 1 round has passed.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Echo&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
The Bard expends 2 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] to replicate the effects of any positive spells currently present upon them, to a target ally.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Sympathy&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
A burden shared is a burden halved. The Bard expends 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] to restore half of the target&#039;s missing hitpoints.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Epiphany&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
A target ally may be granted [[General_Mechanics_Information#Maneuvers|&#039;&#039;Maneuvers&#039;&#039;]] and [[General_Mechanics_Information#Metamagic|&#039;&#039;Metamagic&#039;&#039;]] equal to the Bard&#039;s Charisma modifier, at the cost of 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Peace&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Expending 3 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]], the Bard causes a single target ally to receive the effects of a [[General_Mechanics_Information#Stability|&#039;&#039;Short Rest&#039;&#039;]]. This ability may only be used on a target again once they have executed a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&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#Color_Spray|Color Spray]]&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#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#Aid|Aid]]&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#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#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#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&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#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&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#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#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#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#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#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#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]]&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#Phantasmal_Killer|Phantasmal Killer]]&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;
[[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#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&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;
&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;Living Legends&#039;&#039;&#039;&lt;br /&gt;
| You may grant allies a variety of benefits, dependent on their role in your story. Granting a role consumes 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&lt;br /&gt;
Each role may only apply to one target at a time, with a maximum of 3 roles granted at once. There is no duration limit on these benefits, so long as a target remains within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]]. If a target leaves your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]] range, their role benefits will expire within 1 minute. The target may return to the aura to again remove this durational limit.&lt;br /&gt;
&lt;br /&gt;
The roles and their benefits are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mighty:&#039;&#039;&#039; +CHA Attack Damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Swift:&#039;&#039;&#039; +1 Attack per round&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Stalwart:&#039;&#039;&#039; +30% Multiplicative Damage Immunity (MultDI) to all damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Erudite:&#039;&#039;&#039; +25% Spell Damage, +1 Metamagic Recycle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Beneficent:&#039;&#039;&#039; +20% Healing, THP generation, DR Magnitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vengeful:&#039;&#039;&#039; Retaliation [Trigger: Attacks, Damage: 1d6 + CHA Sonic, Limit: N/A, Duration: N/A, Cooldown: 1s, per-Attacker], +25% Retaliation Damage&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Rapt Audience&#039;&#039;&#039;&lt;br /&gt;
| When using [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] features, you affect every applicable target within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]] range instead of a single target. If you have any &#039;&#039;Living Legends&#039;&#039; currently outside your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]], they too receive the [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] effects.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Legends Never Die&#039;&#039;&#039;&lt;br /&gt;
| Upon granting a &#039;&#039;Living Legend&#039;&#039; role, you also grant the target &#039;&#039;Plot Armour&#039;&#039;; a Damage Resistance effect with a Threshold equal to your Charisma modifier, and an Absorption Limit equal to half the target&#039;s maximum hitpoints. If the &#039;&#039;Living Legend&#039;&#039; should suffer damage that would result in their death, the damage is instead halted at 1 HP, the &#039;&#039;Living Legend&#039;&#039; is healed for hitpoints equal to the remaining Absorption in the &#039;&#039;Plot Armour&#039;&#039;, and they may not be reduced below 1 hitpoint for 1 round. If you grant &#039;&#039;Plot Armour&#039;&#039; to a target who is currently dead or dying, they are immediately revived before receiving the additional effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plot Armour&#039;&#039; may be reapplied to a &#039;&#039;Living Legend&#039;&#039; without &#039;&#039;Plot Armour&#039;&#039; via the Storyteller menu, at a cost of 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&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;Great Deeds&#039;&#039;&#039;&lt;br /&gt;
| When an ally scores a critical hit within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]], all allies within it gain the effects of [[Spells#Haste|&#039;&#039;Haste&#039;&#039;]] for 3 rounds as an Extraordinary effect. The duration of &#039;&#039;Great Deeds&#039;&#039; stacks if an ally should already be under its effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may also use this feat to consume 1 [[#Harmony|Harmony]] in order to activate &#039;&#039;Great Deeds&#039;&#039; as if you had scored a critical hit.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the [[Feats#Martial Weapon Proficiency|Martial Weapon Proficiency]] and [[Feats#Simple Weapon Mastery|Simple Weapon Mastery]] feats, if you do not already possess them.&lt;br /&gt;
|-&lt;br /&gt;
|7&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|&#039;&#039;Inspiration Aura&#039;&#039;]], half of their total damage is struck again as Sonic damage. You also grant all allies receiving your &#039;&#039;Great Deeds&#039;&#039; effect a Sonic damage bonus equal to twice your [[#Inspiration Aura|Inspiration Bonus]].&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|&#039;&#039;Inspiration Aura&#039;&#039;]], any Sonic damage that was a part of that attack is reapplied to the nearest enemy to you within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]]. 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;Magical Secrets&#039;&#039;&#039;&lt;br /&gt;
| Your archetype menu may be used to target a spell scroll to create a &#039;&#039;Scroll of Secrets&#039;&#039;, a charged magical item capable of casting the spell contained within the target scroll, with the following properties:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Charges equal to your combined mental ability modifiers upon resting. Spells consume 1 + 1 charge per spell level, max 5.&lt;br /&gt;
* Two slots, able to hold spells of up to 3rd level.&lt;br /&gt;
* When you expend a Bard spell slot, your &#039;&#039;Scroll of Secrets&#039;&#039; gains charges equal to the level of the spell, max 4. Similarly, you regain a spell slot equal to the spell&#039;s level whenever you cast from your &#039;&#039;Scroll of Secrets&#039;&#039;. This may exceed the normal maximum capacity for charges or spell slots.&lt;br /&gt;
* You may use your archetype menu to expend 3 [[#Harmony|Harmony]] in order to restore charges to your &#039;&#039;Scroll of Secrets&#039;&#039; equal to your combined mental modifiers.&lt;br /&gt;
* You may reassign your &#039;&#039;Scroll of Secrets&#039;&#039; spells whenever you Rest, before casting any spells from the &#039;&#039;Scroll of Secrets&#039;&#039;.&lt;br /&gt;
* Spells cast from the &#039;&#039;Scroll of Secrets&#039;&#039; do not degrade [[General Mechanics Information#Stability|Stability]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Expansive Knowledge&#039;&#039;&#039;&lt;br /&gt;
| You gain two more slots in your &#039;&#039;Scroll of Secrets&#039;&#039;. These slots are able to hold up to 4th level spells.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Deep Lore&#039;&#039;&#039;&lt;br /&gt;
| You gain one further slot in your &#039;&#039;Scroll of Secrets&#039;&#039;, able to hold spells up to 5th level. When using the &#039;&#039;Scroll of Secrets&#039;&#039; or an equipped item to cast a spell, the spell benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know at no cost.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Bard_V2&amp;diff=1575</id>
		<title>Bard V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Bard_V2&amp;diff=1575"/>
		<updated>2026-02-01T05:26:42Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Vitals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bards draw [[&amp;quot;Power&amp;quot;|Power]] from a mixture of the arcane and primal energies within the emotions of themselves and others. They possess 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|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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 [[General Mechanics Information#Metamagic|Metamagic]] Pool) and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 [[General Mechanics Information#Maneuvers|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 Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), Shields, Weapons (Simple, [[Rogue#Rogue Weapons|Rogue]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Reflex, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane/Primal Hybrid. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Bards learn two spells each level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 1)]], [[#Bardic Knowledge|Bardic Knowledge]], [[Feats#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Inspiration Aura|Inspiration +1]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 2)]], [[#Harmony|Harmony: Vilify]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Archetypes|Archetype Feature I]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +2]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 3)]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +3]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 4)]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +4]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 5)]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[#Archetypes|Archetype Feature III]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bard Core Mechanics ==&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;Inspiration Aura&#039;&#039;&#039; ===&lt;br /&gt;
The Bard&#039;s presence 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;
|&#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;
|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;Harmony&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Whether through song, dance, speech, or their simple presence, a Bard resonates with the social fabric wherever they go. [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] represents an abstraction of this, granting the Bard a resource pool with a maximum capacity equal to their Bard level plus Charisma modifier, which may be expended to power various effects. One point of [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] is restored for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
The Bard receives the [[#Vilify|&#039;&#039;Vilify&#039;&#039;]] ability at level 3, and may select an additional [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] feature that utilises this resource at levels 4, 6, 8, and 10.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Vilify&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Expending 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]], the Bard inflicts 15 + 10d2 Psychic damage against a target. This feature cannot be used again until 1 round has passed.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Echo&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
The Bard expends 2 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] to replicate the effects of any positive spells currently present upon them, to a target ally.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Sympathy&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
A burden shared is a burden halved. The Bard expends 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] to restore half of the target&#039;s missing hitpoints.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Epiphany&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
A target ally may be granted [[General_Mechanics_Information#Maneuvers|&#039;&#039;Maneuvers&#039;&#039;]] and [[General_Mechanics_Information#Metamagic|&#039;&#039;Metamagic&#039;&#039;]] equal to the Bard&#039;s Charisma modifier, at the cost of 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Peace&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Expending 3 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]], the Bard causes a single target ally to receive the effects of a [[General_Mechanics_Information#Stability|&#039;&#039;Short Rest&#039;&#039;]]. This ability may only be used on a target again once they have executed a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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#Color_Spray|Color Spray]]&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#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#Aid|Aid]]&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#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#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#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&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#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&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#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#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#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#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#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#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]]&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#Phantasmal_Killer|Phantasmal Killer]]&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;
[[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#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&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;
&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;Living Legends&#039;&#039;&#039;&lt;br /&gt;
| You may grant allies a variety of benefits, dependent on their role in your story. Granting a role consumes 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&lt;br /&gt;
Each role may only apply to one target at a time, with a maximum of 3 roles granted at once. There is no duration limit on these benefits, so long as a target remains within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]]. If a target leaves your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]] range, their role benefits will expire within 1 minute. The target may return to the aura to again remove this durational limit.&lt;br /&gt;
&lt;br /&gt;
The roles and their benefits are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mighty:&#039;&#039;&#039; +CHA Attack Damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Swift:&#039;&#039;&#039; +1 Attack per round&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Stalwart:&#039;&#039;&#039; +30% Multiplicative Damage Immunity (MultDI) to all damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Erudite:&#039;&#039;&#039; +25% Spell Damage, +1 Metamagic Recycle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Beneficent:&#039;&#039;&#039; +20% Healing, THP generation, DR Magnitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vengeful:&#039;&#039;&#039; Retaliation [Trigger: Attacks, Damage: 1d6 + CHA Sonic, Limit: N/A, Duration: N/A, Cooldown: 1s, per-Attacker], +25% Retaliation Damage&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Rapt Audience&#039;&#039;&#039;&lt;br /&gt;
| When using [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] features, you affect every applicable target within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]] range instead of a single target. If you have any &#039;&#039;Living Legends&#039;&#039; currently outside your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]], they too receive the [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] effects.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Legends Never Die&#039;&#039;&#039;&lt;br /&gt;
| Upon granting a &#039;&#039;Living Legend&#039;&#039; role, you also grant the target &#039;&#039;Plot Armour&#039;&#039;; a Damage Resistance effect with a Threshold equal to your Charisma modifier, and an Absorption Limit equal to half the target&#039;s maximum hitpoints. If the &#039;&#039;Living Legend&#039;&#039; should suffer damage that would result in their death, the damage is instead halted at 1 HP, the &#039;&#039;Living Legend&#039;&#039; is healed for hitpoints equal to the remaining Absorption in the &#039;&#039;Plot Armour&#039;&#039;, and they may not be reduced below 1 hitpoint for 1 round. If you grant &#039;&#039;Plot Armour&#039;&#039; to a target who is currently dead or dying, they are immediately revived before receiving the additional effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plot Armour&#039;&#039; may be reapplied to a &#039;&#039;Living Legend&#039;&#039; without &#039;&#039;Plot Armour&#039;&#039; via the Storyteller menu, at a cost of 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&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;Great Deeds&#039;&#039;&#039;&lt;br /&gt;
| When an ally scores a critical hit within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]], all allies within it gain the effects of [[Spells#Haste|&#039;&#039;Haste&#039;&#039;]] for 3 rounds as an Extraordinary effect. The duration of &#039;&#039;Great Deeds&#039;&#039; stacks if an ally should already be under its effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may also use this feat to consume 1 [[#Harmony|Harmony]] in order to activate &#039;&#039;Great Deeds&#039;&#039; as if you had scored a critical hit.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the [[Feats#Martial Weapon Proficiency|Martial Weapon Proficiency]] and [[Feats#Simple Weapon Mastery|Simple Weapon Mastery]] feats, if you do not already possess them.&lt;br /&gt;
|-&lt;br /&gt;
|7&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|&#039;&#039;Inspiration Aura&#039;&#039;]], half of their total damage is struck again as Sonic damage. You also grant all allies receiving your &#039;&#039;Great Deeds&#039;&#039; effect a Sonic damage bonus equal to twice your [[#Inspiration Aura|Inspiration Bonus]].&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|&#039;&#039;Inspiration Aura&#039;&#039;]], any Sonic damage that was a part of that attack is reapplied to the nearest enemy to you within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]]. 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;Magical Secrets&#039;&#039;&#039;&lt;br /&gt;
| Your archetype menu may be used to target a spell scroll to create a &#039;&#039;Scroll of Secrets&#039;&#039;, a charged magical item capable of casting the spell contained within the target scroll, with the following properties:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Charges equal to your combined mental ability modifiers upon resting. Spells consume 1 + 1 charge per spell level, max 5.&lt;br /&gt;
* Two slots, able to hold spells of up to 3rd level.&lt;br /&gt;
* When you expend a Bard spell slot, your &#039;&#039;Scroll of Secrets&#039;&#039; gains charges equal to the level of the spell, max 4. Similarly, you regain a spell slot equal to the spell&#039;s level whenever you cast from your &#039;&#039;Scroll of Secrets&#039;&#039;. This may exceed the normal maximum capacity for charges or spell slots.&lt;br /&gt;
* You may use your archetype menu to expend 3 [[#Harmony|Harmony]] in order to restore charges to your &#039;&#039;Scroll of Secrets&#039;&#039; equal to your combined mental modifiers.&lt;br /&gt;
* You may reassign your &#039;&#039;Scroll of Secrets&#039;&#039; spells whenever you Rest, before casting any spells from the &#039;&#039;Scroll of Secrets&#039;&#039;.&lt;br /&gt;
* Spells cast from the &#039;&#039;Scroll of Secrets&#039;&#039; do not degrade [[General Mechanics Information#Stability|Stability]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Expansive Knowledge&#039;&#039;&#039;&lt;br /&gt;
| You gain two more slots in your &#039;&#039;Scroll of Secrets&#039;&#039;. These slots are able to hold up to 4th level spells.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Deep Lore&#039;&#039;&#039;&lt;br /&gt;
| You gain one further slot in your &#039;&#039;Scroll of Secrets&#039;&#039;, able to hold spells up to 5th level. When using the &#039;&#039;Scroll of Secrets&#039;&#039; or an equipped item to cast a spell, the spell benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know at no cost.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Equipment_and_Itemization&amp;diff=1574</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=1574"/>
		<updated>2026-02-01T05:03:21Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Weapons&#039;&#039;&#039; ==&lt;br /&gt;
In general:&lt;br /&gt;
*Weapon damage has been normalized across proficiency levels.&lt;br /&gt;
*Weapon size only factors into the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] and [[Feats#Single Weapon Fighting|Single Weapon Fighting]] feats.&lt;br /&gt;
*Weapons all possess 20/x2 critical range and multiplier.&lt;br /&gt;
*Weapon Proficiency: Exotic, Weapon Focus, and Weapon Specialization feats have been removed. See the &#039;Combat Style&#039; line of feats for their replacements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These changes were made to encourage weapon variety, rather than some weapons being flatly inferior to others. Combat Styles replace the individual weapon-specific feats, and work with all applicable weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Simple Melee&lt;br /&gt;
|-&lt;br /&gt;
!Name !!	Damage	!!Critical Range!!	Critical Multiplier	!!Damage Type	!!Size	!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Dagger||	1d6	||20||	x2||	Piercing||	Tiny||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Handaxe||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Kama||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Mace||	1d6||	20||	x2||	Bludgeoning||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Sickle||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Club||	1d6||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Mace||	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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Simple Ranged&lt;br /&gt;
|-&lt;br /&gt;
!Name	!!Damage!!	Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Dagger||	1d6||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Sling||	1d6||	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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Martial Melee&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Damage!!	Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Kukri||	1d8||	20||	x2||	Slashing||	Tiny||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Shortsword||	1d8||	20||	x2||	Piercing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Light Hammer||	1d8	||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||	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;
|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||	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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Martial Ranged&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Damage	!!Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Shuriken||	1d8||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Axe||	1d8||	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;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Armor&#039;&#039;&#039; ==&lt;br /&gt;
In general:&lt;br /&gt;
&lt;br /&gt;
*Arcane spell failure from armor does not exist.&lt;br /&gt;
*The combination of Base Armor AC + Dexterity Modifier Bonus cannot exceed 10.&lt;br /&gt;
*Shields all grant +2 AC and weigh 6.0 lbs, regardless of type. The types exist for cosmetic categorisation only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Light Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Max Dex Modifier!!	Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|None||	0||	10||	0||	0%||	1.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Padded Armor||	1||	+9||	-1||	0%||	5.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor||	2||	+8||	-2||	0%||	5.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Studded Leather Armor||	3||	+7||	-3||	0%||	10.0 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Medium Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Max Dex Modifier!!	Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|Chain Shirt    ||	4||	+6||	-4||	0%||	15.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail Coat ||	5||	+5||	-5||	0%||	30.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate    ||	6||	+4||	-6||	0%||	40.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Heavy Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Max Dex Modifier!!	Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|Splintmail Coat||	7||	+3||	-7||	0%||	45.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Half Plate||	8||	+2||	-8||	0%||	50.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Full Plate||	9||	+1||	-9||	0%||	55.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Shields&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||	2||	0||	0%||	6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Large Shield||	2||	0||	0%||	6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Tower Shield||	2||	0||	0%||	6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Scar-touched Items&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The items and equipment coming out of Forging Seeds are generated with random positive and negative properties and can tailored to your character using crafting orbs and experience points. Each scar-touched item will have Power, Disruption, and Capacity listed at the top of the description.&lt;br /&gt;
&lt;br /&gt;
[[File:Item_Description_Example.png |thumb|An example scar-touched item.]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Power, Disruption and Capacity&#039;&#039;&#039; ===&lt;br /&gt;
Power defines the base Capacity the item has available to hold item properties, costs are noted in tables below. The Power value also influences an item&#039;s core bonus (such as Enhancement Bonus for weapons, and AC for armor). Power also affects the number of item slots as noted in the Slots section.&lt;br /&gt;
&lt;br /&gt;
When an item reaches 40 Power, the character receives a general +1 AB as a &#039;Capstone Bonus&#039; while that item is equipped, so long as its Core Bonus is different from any other capstoned items equipped (Therefore a maximum of +6, as there are six categories of Core Bonus - EB, Armor AC, Shield AC, Deflection AC, Natural AC, and Dodge AC).&lt;br /&gt;
&lt;br /&gt;
Disruption decreases the Capacity the item has to hold positive properties, therefore the total Capacity is [Power - Disruption]. Disruption also fills slots the item has with negative properties, as noted in the Slots section.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Slots&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
An item has a number of slots for properties. An item with no Power has one slot, and gains another slot for having any Power at all, plus one slot for every 10 Power - therefore seed-generated items have [2 + Power/10] slots.&lt;br /&gt;
&lt;br /&gt;
Disruption fills item slots with negative properties. Having any Disruption at all fills one slot, and every 10 Disruption fills another slot with a negative property. These properties are drawn at random from the Negative Properties table, with more powerful negatives available the higher the Disruption as noted on the table.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Core Bonuses&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Each item has a Core Bonus which is a function of the item&#039;s Power. For weapons this is Enhancement Bonus, or Attack Bonus if the weapon is incapable of having EB (such as bows). For all other items this is whatever the type of AC associated with that item type is.&lt;br /&gt;
&lt;br /&gt;
For every 10 Power an item possesses, it gains +1 to its Core Bonus, e.g. 10 Power is +1, and 40 Power is +4.&lt;br /&gt;
&lt;br /&gt;
Core Bonuses do not take up any slots on an item - they are independent and inherent to the item.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Orbs&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Orbs are crafted from scrap and ichor or found in loot containers. They are used to modify properties on scar-touched items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Scrap !! Ichor !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Infusion || 10|| 2 Red, 1 Green || Increase an item&#039;s Power by 1. Consumes an amount of XP equal to the cube of the item&#039;s current Power, e.g. an item with 30 Power requires 27000 XP to raise to 31. Cannot increase Power beyond 40. There is a 50% chance the item will gain a point of Disruption as well.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Stability || 10|| 2 Blue, 1 Green || Decrease an item&#039;s Disruption by 1. Consumes an amount of XP equal to the cube of [40 - Disruption], e.g. an item with 15 Disruption requires 15625 XP to reduce to 14. If this reduces the item&#039;s Disruption enough that a slot is no longer filled with a negative property, one of these is chosen at random - prioritising the highest Disruption bracket property the item has.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Abrogation || 10|| 3 Red || Remove a specific positive item property.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Potential || 10 || 1 Red, 1 Blue, 1 Green || Rolls a positive property within the available free Capacity on an item.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Transference || 10 || 1 Red, 2 Blue || Transfers properties and power between items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Selection Logic&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
When an item is generated, its negative properties are first placed, as according to its Disruption and the negative properties table.&lt;br /&gt;
&lt;br /&gt;
The Power Prerequisite of a property is the minimum at which that property can appear; a 20+ Power item may have properties with a 1+ Power minimum, but an item below 20 Power cannot have any defined as requiring 20+ base Power.&lt;br /&gt;
&lt;br /&gt;
When properties are selected, the highest rank of that property is purchased (providing it can be afforded) until half the item&#039;s Capacity is expended; beyond which the purchased rank is random. This is to provide &#039;tentpole&#039; bonuses to always make items feel valuable for their Tier, and prevent the system selecting a massive number of very weak bonuses inside a high Capacity item.&lt;br /&gt;
&lt;br /&gt;
Some properties may be selected multiple times, as noted in the property tables. Properties with subtypes (skills, specific saves, etc) may only select each subtype once (no repeats of bonuses to the same skills or saves, but multiple different skills and saves may be selected).&lt;br /&gt;
&lt;br /&gt;
If an item has a property, the opposite property will not be generated on an item - for example, an item with +1 Stability will not roll -1 Stability, and vice versa.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Charges&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Spells generated on items require a number of charges equal to their spell level to cast.&lt;br /&gt;
&lt;br /&gt;
The maximum charges on an item vary depending on the spells generated on the item; each spell gives an increase to maximum charges equivalent to its level multiplied by 3. This can be further increased if the item has rolled the &#039;Increased Charges&#039; property, which can only appear on items that already have spells. For example, an item which is generated with a level 3 spell has 9 charges; an item which is generated with both a level 3 spell and level 2 spell has 15 charges.&lt;br /&gt;
&lt;br /&gt;
Charges on items can be restored while in the rest/wellpower state, using the &#039;Recharge&#039; power attached to the item, at a cost of 1 ichor per charge. The colors of ichor used depend on the type(s) of spell(s) the item has generated - red for harmful, green for healing, blue for others. In the case of an item with multiple spells, the highest level spell determines the ichor type. If there are multiple spells of the highest spell level, the first spell according to alphabetical order is used.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unique Properties&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Some properties, such as Rune Damage and Oil Damage, only use the highest value of that property equipped across all items, and will not stack.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Tiers Table&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Tiers of items for generation in the loot table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Tier!!Level Range!!Power (Base)!!Power (Dice)!!Disruption (Base)!!Disruption (Dice)&lt;br /&gt;
|-&lt;br /&gt;
| Low    || 3-5  || 4  || 1d6 || 2 || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 6-8  || 8  || 2d6 || 5 || 2d4&lt;br /&gt;
|-&lt;br /&gt;
| High   || 9-10 || 12 || 3d6 || 8 || 3d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Therefore, the Capacity derived from the possible Power and Disruption scores is as follows (for reference only):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Range of Capacity&lt;br /&gt;
|-&lt;br /&gt;
|Low   ||3-7&lt;br /&gt;
|-&lt;br /&gt;
|Medium||4-13&lt;br /&gt;
|-&lt;br /&gt;
|High  ||10-19&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Property Tables&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Negative Properties Table&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Disruption Prerequisite!!Property (Negative)!!Repeatable?&lt;br /&gt;
|-&lt;br /&gt;
|1+||Increase Weight 5lbs||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Increase Weight 10lbs||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Increase Weight 15lbs||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Damage Vulnerability 5%||Yes&lt;br /&gt;
|-&lt;br /&gt;
|15+||Damage Vulnerability 10%||Yes&lt;br /&gt;
|-&lt;br /&gt;
|1+||-2 Random Skill (Any)||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||-4 Random Skill (Any)||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||-6 Random Skill (Any)||No&lt;br /&gt;
|-&lt;br /&gt;
|1+||-2 Specific Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|10+||-4 Specific Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|15+||-6 Specific Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|1+||-1 General Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|10+||-2 General Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|15+||-3 General Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Maneuvers -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Metamagic -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced HP (1/2 HD)||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Reduced HP (1 HD)||No&lt;br /&gt;
|-&lt;br /&gt;
|1+||Reduced Charges -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Charges -2||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Reduced Charges -3||No&lt;br /&gt;
|-&lt;br /&gt;
|1+||Reduced Stability -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Stability -2||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Reduced Stability -3||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Maneuver DC -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Spell DC -1||No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Positive Properties Master List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Tier!!Property (Positive)!!Power!!Repeatable?!!Item Slots&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Skill (See Table)||1||Yes||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Skill (See Table)||2||Yes||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Skill (See Table)||3||Yes||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Saves vs Specific (See Table)||1||Yes||Head, Chest, Boots, Gloves, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Saves vs Specific (See Table)||2||Yes||Head, Chest, Boots, Gloves, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Saves vs Specific (See Table)||3||Yes||Head, Chest, Boots, Gloves, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 AC vs Damage Type||2||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 AC vs Damage Type||4||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 AC vs Damage Type||6||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|1+||Light 5m||1||No||All&lt;br /&gt;
|-&lt;br /&gt;
|10+||Light 10m||2||No||All&lt;br /&gt;
|-&lt;br /&gt;
|20+||Light 15m||3||No||All&lt;br /&gt;
|-&lt;br /&gt;
|1+||Weight Reduction 80%||2||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||Weight Reduction 60%||4||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Weight Reduction 40%||6||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Weight Reduction 20%||8||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Cast Spell L1||6||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|10+||Cast Spell L2||12||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|20+||Cast Spell L3||18||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|1+||Bonus Spell Slot L1||6||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|10+||Bonus Spell Slot L2||12||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|20+||Bonus Spell Slot L3||18||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|10+||Bonus HP (1/2 HD)||4||No||Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Bonus HP (1 HD)||8||No||Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Extra Maneuvers +1||4||No||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||Extra Metamagic +1||4||No||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||Maneuver DC +1||4||No||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||Spell DC +1||4||No||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||Increased Charges +1||2||Yes||All (Except Ammunition)&lt;br /&gt;
|-&lt;br /&gt;
|10+||Increased Charges +2||4||Yes||All (Except Ammunition)&lt;br /&gt;
|-&lt;br /&gt;
|20+||Increased Charges +3||6||Yes||All (Except Ammunition)&lt;br /&gt;
|-&lt;br /&gt;
|1+||Rune Damage 1d8||3||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Rune Damage 1d10||6||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|20+||Rune Damage 1d12||9||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|1+||Oil Damage 1d6||2||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Oil Damage 1d8||4||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|20+||Oil Damage 1d10||6||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Damage Immunity 5% (See Table)||4||Yes||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Damage Immunity 10%(See Table)||8||Yes||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Massive Criticals 1d10||4||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Massive Criticals 2d10||10||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|1+||Extra Damage Type (Bludgeoning/Slashing/Piercing)||6||No||Melee Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||+1 General Saves (See Table)||5||No||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+2 General Saves (See Table)||10||No||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Ability (See Table)||6||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Ability (See Table)||11||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Ability (See Table)||16||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|30+||+4 Ability (See Table)||21||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Stability||2||No||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Stability||4||No||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Stability||6||No||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Sneak Attack 1d6||10||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Skills Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Skills&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Insight, Investigation, Perception&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Acrobatics, Athletics, Stealth, Survival&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Acrobatics, Athletics, Stealth&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||Trapping, Sleight of Hand, Locksmithing&lt;br /&gt;
|-&lt;br /&gt;
|Rings||Animal Handling, Arcana, Medicine&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||Investigation, Perception&lt;br /&gt;
|-&lt;br /&gt;
|Belt||Insight, Trapping, Locksmithing&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Stealth, Sleight of Hand, Survival&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Saves Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Specific Saves&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Mind Affecting, Sonic&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Positive, Negative&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Electricity&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||Acid&lt;br /&gt;
|-&lt;br /&gt;
|Rings||.&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||Fear, Divine&lt;br /&gt;
|-&lt;br /&gt;
|Belt||Poison, Disease&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Fire, Cold&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!General Saves&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Will&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Fortitude&lt;br /&gt;
|-&lt;br /&gt;
|Boots||.&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||.&lt;br /&gt;
|-&lt;br /&gt;
|Rings||.&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||.&lt;br /&gt;
|-&lt;br /&gt;
|Belt||.&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Reflex&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage Immunity Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Damage Immunity&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Sonic&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Acid, Electricity&lt;br /&gt;
|-&lt;br /&gt;
|Boots||.&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||.&lt;br /&gt;
|-&lt;br /&gt;
|Rings||.&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||.&lt;br /&gt;
|-&lt;br /&gt;
|Belt||.&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Fire, Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ability Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Abilities&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||.&lt;br /&gt;
|-&lt;br /&gt;
|Chest||.&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Dexterity, Constitution&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||Strength, Dexterity&lt;br /&gt;
|-&lt;br /&gt;
|Rings||Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||Intelligence, Wisdom, Charisma&lt;br /&gt;
|-&lt;br /&gt;
|Belt||Strength, Constitution&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Ranger_V2&amp;diff=1573</id>
		<title>Ranger V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Ranger_V2&amp;diff=1573"/>
		<updated>2026-01-31T22:10:39Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Spell List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rangers draw [[&amp;quot;Power&amp;quot;|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|archetypes]] empower 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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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 [[General Mechanics Information#Maneuvers|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 [[Feats#Maneuver: Called Shot|Maneuver: Called Shot]].&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain [[#Archetypes|Archetype]] features, support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 Die:&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Reflex&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Rangers know all available 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;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Maneuver: Called Shot|Maneuver: Called Shot]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Ranged Fighting|Ranged Fighting]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Bonus Feat: Combat Style|Bonus Feat: Combat Style]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Awareness|Awareness]], [[#Favoured Enemy|Favoured Enemy]], [[#Favoured Terrain|Favoured Terrain]], [[#Survival Instinct|Survival Instinct]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Woodland Stride|Woodland Stride]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 ||  [[#Evasion|Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranger Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Called Shot&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger learns the [[Feats#Maneuver: Called Shot|Called Shot]] [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ranged Fighting&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives the [[Feats#Ranged Fighting|Ranged Fighting]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Combat Style&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives a bonus feat with which they may learn an additional Combat Style.&lt;br /&gt;
&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 plus their Wisdom modifier. This is used by class features such as [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] and [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]]. The Ranger recovers 1 &#039;&#039;Awareness&#039;&#039; for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Favoured Enemy&#039;&#039;&#039; ===&lt;br /&gt;
Rangers are famed for their single-minded focus on eliminating threats. Through the use of this ability, the Ranger expends 1 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]] to nominate 3 non-Minion targets as Favoured Enemies - identifying and exposing their weaknesses for themselves and allies to exploit. This inflicts the targets with a [[General_Mechanics_Information#Primed|&#039;&#039;Primed&#039;&#039;]] effect [1d6 / Class Level], and a 20% vulnerability to all damage for 3 rounds. The same target may be selected multiple times, extending the vulnerability duration by another 3 rounds and adding another [[General_Mechanics_Information#Primed|&#039;&#039;Primed&#039;&#039;]] effect on each application.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Favoured Terrain&#039;&#039;&#039; ===&lt;br /&gt;
Masters of the environment, the Ranger may exploit their surroundings to hinder their foes, and grant themselves the advantage. The Ranger possesses 3 uses of &#039;&#039;Favoured Terrain&#039;&#039;, and may expend a use to target a point within 20m, creating a 7m radius zone of &#039;&#039;Favoured Terrain&#039;&#039; at that location for 3 rounds. When this zone expires, the Ranger recovers the use of &#039;&#039;Favoured Terrain&#039;&#039;. Within &#039;&#039;Favoured Terrain&#039;&#039;, the Ranger and their allies receive a physical damage bonus to attacks equal to the Ranger&#039;s Wisdom modifier. In addition, enemies of the Ranger receive a -1 attack bonus penalty, and a 10% movespeed reduction.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Survival Instinct&#039;&#039;&#039; ===&lt;br /&gt;
A Ranger may be spurred to extraordinary feats of self-preservation, should circumstances turn upon them. By consuming 3 points of [[#Awareness|&#039;&#039;Awareness&#039;&#039;]], the Ranger may restore hitpoints equal to 10% of their maximum plus their class level. They proceed to also receive temporary hitpoints equal to the healed amount lasting for 3 rounds, and regeneration every 2 seconds for 3 rounds equal to their Wisdom plus Constitution modifiers.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Woodland Stride&#039;&#039;&#039; ===&lt;br /&gt;
The character is immune to the [[Spells#Entangle|&#039;&#039;Entangle&#039;&#039;]], [[Spells#Grease|&#039;&#039;Grease&#039;&#039;]], [[Spells#Web|&#039;&#039;Web&#039;&#039;]], [[Spells#Spike_Growth|&#039;&#039;Spike Growth&#039;&#039;]], and [[Spells#Vine_Mine|&#039;&#039;Vine Mine&#039;&#039;]] spells.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&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#Endure_Energy|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&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#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#Bear&#039;s_Endurance|Bear&#039;s Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s_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#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#Owl&#039;s_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Energy|Resist Energy]]&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#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#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_Energy|Protection from Energy]]&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;
&lt;br /&gt;
=== &#039;&#039;&#039;Spellcasting Progression&#039;&#039;&#039; ===&lt;br /&gt;
Rangers receive the following number of spell slots per level, with bonus slots possible from a high WIS modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Slots (level 1/level 2/level 3)&lt;br /&gt;
|-&lt;br /&gt;
|1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|5 || 2/1&lt;br /&gt;
|-&lt;br /&gt;
|9 || 3/2/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Predator&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Out here only the strong survive.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Rules of Nature&#039;&#039;&#039;&lt;br /&gt;
| The damage bonus you receive from [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]] is increased by your Strength and Dexterity modifiers. Upon slaying 6 non-minion enemies, you receive a free use of your [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] feature.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Bloodshed&#039;&#039;&#039;&lt;br /&gt;
| When you apply [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] to a target, that target is marked for &#039;&#039;Bloodshed&#039;&#039;. Upon next receiving damage, the target begins taking 1d6 + half your Wisdom modifier in Physical damage at frequent intervals - twice per second for the first 2 seconds, once per second for the next 4 seconds, once per two seconds for the next 6 seconds, and finally once per three seconds for 6 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triggering &#039;&#039;Bloodshed&#039;&#039; also grants you one bonus attack per round for 3 rounds. Successive triggers extend the duration.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Violence Breeds Violence&#039;&#039;&#039;&lt;br /&gt;
|When a creature perishes under the effects of &#039;&#039;Bloodshed&#039;&#039;, all enemies within your [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]] receive two ticks of your &#039;&#039;Bloodshed&#039;&#039; damage.&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;Get off my land.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Home Advantage&#039;&#039;&#039;&lt;br /&gt;
| Whilst within the confines of [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]], you receive a 50% multiplicative immunity to all damage.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Survivalist&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] ability now costs only 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. In addition, any overhealing from [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] is converted into temporary hitpoints (THP) which last 1 minute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
THP that expire through duration from [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] are added to the absorption of a Damage Resistance effect to all damage with a Threshold equal to your combined WIS + CON modifiers, lasting until your next rest.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Dead Set&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] ability now costs only 1 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] you nominate, you receive THP equal to your WIS + CON modifiers. These THP also have a duration of 1 minute. As with [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]], remaining THP are added to the &#039;&#039;Survivalist&#039;&#039; DR effect.&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;
| You 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. If your companion perishes, it may be resummoned using this feat at a cost of 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. This ally is Elite rated, and has a Threat Level equal to your Ranger level. If you also possess the [[#Druid|&#039;&#039;First Words&#039;&#039;]] feature from the [[#Druid|Druid]] [[Druid#Wildspeaker|&#039;&#039;Wildspeaker&#039;&#039;]], your [[#Druid|Druid]] and Ranger levels stack when determining the creature&#039;s Threat Level. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may target the beast with this feat to restore hitpoints equal to its maximum hit points, at a cost of 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. Excess is instead granted as temporary hitpoints lasting one minute, to a maximum of half the creature&#039;s hit point total.&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;Animal Companion&#039;&#039; benefits from [[#Woodland Stride|&#039;&#039;Woodland Stride&#039;&#039;]], and receives an additional bonus to damage equal to your Ranger level. If you know the [[Feats#Cleave|Cleave]] feat, your &#039;&#039;Animal Companion&#039;&#039; also possesses this feat.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Pack Tactics&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Animal Companion&#039;&#039; now receives benefits based upon the mode selected by the use of this feat, as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: +1 bonus attack per round, +1 physical damage per two levels&lt;br /&gt;
&lt;br /&gt;
Defense: +10% multiplicative physical damage immunity per 2 levels&lt;br /&gt;
&lt;br /&gt;
Furthermore, when you use a [[General Mechanics Information#Maneuvers|Maneuver]] on a creature, your &#039;&#039;Animal Companion&#039;&#039; performs a [[General Mechanics Information#Maneuvers|Maneuver]] on its current target, as defined by its type below.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Maneater&#039;&#039;&#039;&lt;br /&gt;
| Upon a successful attack by your &#039;&#039;Animal Companion&#039;&#039; versus a creature marked with [[#Favoured Enemy|Favoured Enemy]], or an enemy being slain within 10m of them, your &#039;&#039;Animal Companion&#039;&#039; gains a stack of &#039;&#039;Maneater&#039;&#039;. Reaching 5 stacks causes these stacks to be consumed, promoting your &#039;&#039;Animal Companion&#039;&#039; to a Solo-rated creature for 3 rounds. Further successful attacks or kills extend the duration by 3 seconds apiece.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Animal&lt;br /&gt;
!Role&lt;br /&gt;
!Maneuver&lt;br /&gt;
|-&lt;br /&gt;
|Bear&lt;br /&gt;
|Brute&lt;br /&gt;
|[[Feats#Maneuver: Provoke|Provoke]]&lt;br /&gt;
|-&lt;br /&gt;
|Boar&lt;br /&gt;
|Soldier&lt;br /&gt;
|[[Feats#Maneuver: Provoke|Provoke]]&lt;br /&gt;
|-&lt;br /&gt;
|Wolf&lt;br /&gt;
|Skirmisher&lt;br /&gt;
|[[Feats#Maneuver: Knockdown|Knockdown]]&lt;br /&gt;
|-&lt;br /&gt;
|Hawk&lt;br /&gt;
|Lurker&lt;br /&gt;
|[[Feats#Maneuver: Blind|Blind]]&lt;br /&gt;
|-&lt;br /&gt;
|Lynx&lt;br /&gt;
|Lurker&lt;br /&gt;
|[[Feats#Maneuver: Blind|Blind]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Ranger_V2&amp;diff=1572</id>
		<title>Ranger V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Ranger_V2&amp;diff=1572"/>
		<updated>2026-01-31T22:09:29Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Woodland Stride */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rangers draw [[&amp;quot;Power&amp;quot;|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|archetypes]] empower 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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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 [[General Mechanics Information#Maneuvers|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 [[Feats#Maneuver: Called Shot|Maneuver: Called Shot]].&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain [[#Archetypes|Archetype]] features, support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 Die:&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Reflex&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Rangers know all available 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;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Maneuver: Called Shot|Maneuver: Called Shot]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Ranged Fighting|Ranged Fighting]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Bonus Feat: Combat Style|Bonus Feat: Combat Style]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Awareness|Awareness]], [[#Favoured Enemy|Favoured Enemy]], [[#Favoured Terrain|Favoured Terrain]], [[#Survival Instinct|Survival Instinct]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Woodland Stride|Woodland Stride]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 ||  [[#Evasion|Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranger Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Called Shot&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger learns the [[Feats#Maneuver: Called Shot|Called Shot]] [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ranged Fighting&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives the [[Feats#Ranged Fighting|Ranged Fighting]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Combat Style&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives a bonus feat with which they may learn an additional Combat Style.&lt;br /&gt;
&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 plus their Wisdom modifier. This is used by class features such as [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] and [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]]. The Ranger recovers 1 &#039;&#039;Awareness&#039;&#039; for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Favoured Enemy&#039;&#039;&#039; ===&lt;br /&gt;
Rangers are famed for their single-minded focus on eliminating threats. Through the use of this ability, the Ranger expends 1 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]] to nominate 3 non-Minion targets as Favoured Enemies - identifying and exposing their weaknesses for themselves and allies to exploit. This inflicts the targets with a [[General_Mechanics_Information#Primed|&#039;&#039;Primed&#039;&#039;]] effect [1d6 / Class Level], and a 20% vulnerability to all damage for 3 rounds. The same target may be selected multiple times, extending the vulnerability duration by another 3 rounds and adding another [[General_Mechanics_Information#Primed|&#039;&#039;Primed&#039;&#039;]] effect on each application.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Favoured Terrain&#039;&#039;&#039; ===&lt;br /&gt;
Masters of the environment, the Ranger may exploit their surroundings to hinder their foes, and grant themselves the advantage. The Ranger possesses 3 uses of &#039;&#039;Favoured Terrain&#039;&#039;, and may expend a use to target a point within 20m, creating a 7m radius zone of &#039;&#039;Favoured Terrain&#039;&#039; at that location for 3 rounds. When this zone expires, the Ranger recovers the use of &#039;&#039;Favoured Terrain&#039;&#039;. Within &#039;&#039;Favoured Terrain&#039;&#039;, the Ranger and their allies receive a physical damage bonus to attacks equal to the Ranger&#039;s Wisdom modifier. In addition, enemies of the Ranger receive a -1 attack bonus penalty, and a 10% movespeed reduction.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Survival Instinct&#039;&#039;&#039; ===&lt;br /&gt;
A Ranger may be spurred to extraordinary feats of self-preservation, should circumstances turn upon them. By consuming 3 points of [[#Awareness|&#039;&#039;Awareness&#039;&#039;]], the Ranger may restore hitpoints equal to 10% of their maximum plus their class level. They proceed to also receive temporary hitpoints equal to the healed amount lasting for 3 rounds, and regeneration every 2 seconds for 3 rounds equal to their Wisdom plus Constitution modifiers.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Woodland Stride&#039;&#039;&#039; ===&lt;br /&gt;
The character is immune to the [[Spells#Entangle|&#039;&#039;Entangle&#039;&#039;]], [[Spells#Grease|&#039;&#039;Grease&#039;&#039;]], [[Spells#Web|&#039;&#039;Web&#039;&#039;]], [[Spells#Spike_Growth|&#039;&#039;Spike Growth&#039;&#039;]], and [[Spells#Vine_Mine|&#039;&#039;Vine Mine&#039;&#039;]] spells.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&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#Endure_Energy|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&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#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#Bear&#039;s_Endurance|Bear&#039;s Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s_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#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#Owl&#039;s_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Energy|Resist Energy]]&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#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#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_Energy|Protection from Energy]]&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;
=== &#039;&#039;&#039;Spellcasting Progression&#039;&#039;&#039; ===&lt;br /&gt;
Rangers receive the following number of spell slots per level, with bonus slots possible from a high WIS modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Slots (level 1/level 2/level 3)&lt;br /&gt;
|-&lt;br /&gt;
|1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|5 || 2/1&lt;br /&gt;
|-&lt;br /&gt;
|9 || 3/2/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Predator&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Out here only the strong survive.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Rules of Nature&#039;&#039;&#039;&lt;br /&gt;
| The damage bonus you receive from [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]] is increased by your Strength and Dexterity modifiers. Upon slaying 6 non-minion enemies, you receive a free use of your [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] feature.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Bloodshed&#039;&#039;&#039;&lt;br /&gt;
| When you apply [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] to a target, that target is marked for &#039;&#039;Bloodshed&#039;&#039;. Upon next receiving damage, the target begins taking 1d6 + half your Wisdom modifier in Physical damage at frequent intervals - twice per second for the first 2 seconds, once per second for the next 4 seconds, once per two seconds for the next 6 seconds, and finally once per three seconds for 6 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triggering &#039;&#039;Bloodshed&#039;&#039; also grants you one bonus attack per round for 3 rounds. Successive triggers extend the duration.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Violence Breeds Violence&#039;&#039;&#039;&lt;br /&gt;
|When a creature perishes under the effects of &#039;&#039;Bloodshed&#039;&#039;, all enemies within your [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]] receive two ticks of your &#039;&#039;Bloodshed&#039;&#039; damage.&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;Get off my land.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Home Advantage&#039;&#039;&#039;&lt;br /&gt;
| Whilst within the confines of [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]], you receive a 50% multiplicative immunity to all damage.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Survivalist&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] ability now costs only 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. In addition, any overhealing from [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] is converted into temporary hitpoints (THP) which last 1 minute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
THP that expire through duration from [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] are added to the absorption of a Damage Resistance effect to all damage with a Threshold equal to your combined WIS + CON modifiers, lasting until your next rest.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Dead Set&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]] ability now costs only 1 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each [[#Favoured Enemy|&#039;&#039;Favoured Enemy&#039;&#039;]] you nominate, you receive THP equal to your WIS + CON modifiers. These THP also have a duration of 1 minute. As with [[#Survival Instinct|&#039;&#039;Survival Instinct&#039;&#039;]], remaining THP are added to the &#039;&#039;Survivalist&#039;&#039; DR effect.&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;
| You 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. If your companion perishes, it may be resummoned using this feat at a cost of 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. This ally is Elite rated, and has a Threat Level equal to your Ranger level. If you also possess the [[#Druid|&#039;&#039;First Words&#039;&#039;]] feature from the [[#Druid|Druid]] [[Druid#Wildspeaker|&#039;&#039;Wildspeaker&#039;&#039;]], your [[#Druid|Druid]] and Ranger levels stack when determining the creature&#039;s Threat Level. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may target the beast with this feat to restore hitpoints equal to its maximum hit points, at a cost of 2 [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. Excess is instead granted as temporary hitpoints lasting one minute, to a maximum of half the creature&#039;s hit point total.&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;Animal Companion&#039;&#039; benefits from [[#Woodland Stride|&#039;&#039;Woodland Stride&#039;&#039;]], and receives an additional bonus to damage equal to your Ranger level. If you know the [[Feats#Cleave|Cleave]] feat, your &#039;&#039;Animal Companion&#039;&#039; also possesses this feat.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Pack Tactics&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Animal Companion&#039;&#039; now receives benefits based upon the mode selected by the use of this feat, as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: +1 bonus attack per round, +1 physical damage per two levels&lt;br /&gt;
&lt;br /&gt;
Defense: +10% multiplicative physical damage immunity per 2 levels&lt;br /&gt;
&lt;br /&gt;
Furthermore, when you use a [[General Mechanics Information#Maneuvers|Maneuver]] on a creature, your &#039;&#039;Animal Companion&#039;&#039; performs a [[General Mechanics Information#Maneuvers|Maneuver]] on its current target, as defined by its type below.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Maneater&#039;&#039;&#039;&lt;br /&gt;
| Upon a successful attack by your &#039;&#039;Animal Companion&#039;&#039; versus a creature marked with [[#Favoured Enemy|Favoured Enemy]], or an enemy being slain within 10m of them, your &#039;&#039;Animal Companion&#039;&#039; gains a stack of &#039;&#039;Maneater&#039;&#039;. Reaching 5 stacks causes these stacks to be consumed, promoting your &#039;&#039;Animal Companion&#039;&#039; to a Solo-rated creature for 3 rounds. Further successful attacks or kills extend the duration by 3 seconds apiece.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Animal&lt;br /&gt;
!Role&lt;br /&gt;
!Maneuver&lt;br /&gt;
|-&lt;br /&gt;
|Bear&lt;br /&gt;
|Brute&lt;br /&gt;
|[[Feats#Maneuver: Provoke|Provoke]]&lt;br /&gt;
|-&lt;br /&gt;
|Boar&lt;br /&gt;
|Soldier&lt;br /&gt;
|[[Feats#Maneuver: Provoke|Provoke]]&lt;br /&gt;
|-&lt;br /&gt;
|Wolf&lt;br /&gt;
|Skirmisher&lt;br /&gt;
|[[Feats#Maneuver: Knockdown|Knockdown]]&lt;br /&gt;
|-&lt;br /&gt;
|Hawk&lt;br /&gt;
|Lurker&lt;br /&gt;
|[[Feats#Maneuver: Blind|Blind]]&lt;br /&gt;
|-&lt;br /&gt;
|Lynx&lt;br /&gt;
|Lurker&lt;br /&gt;
|[[Feats#Maneuver: Blind|Blind]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Druid_V2&amp;diff=1571</id>
		<title>Druid V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Druid_V2&amp;diff=1571"/>
		<updated>2026-01-31T22:09:20Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Woodland Stride */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Druids draw [[&amp;quot;Power&amp;quot;|Power]] from the primal energy lingering in all living things. They possess [[#Wildshape|shapeshifting abilities]] that allow them to adapt to various combat scenarios and a diverse selection of natural spells from their unique [[#Spell List|spellbook]]. Their [[#Archetypes|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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, [[General Mechanics Information#Metamagic|Metamagic]] Pool). Wisdom also contributes to your Will save.&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 [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, [[#Druid Weapons|Weapons (Druid)]], Weapons (Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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 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;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Woodland Stride|Woodland Stride]], [[#Metamagic: Polarized Spell|Metamagic: Polarized Spell]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]], [[#Wildshape|Wildshape]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Venom Immunity|Venom Immunity]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Resist Nature&#039;s Lure|Resist Nature&#039;s Lure]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Druid Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Polarized Spell&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Polarized Spell|Polarized Spell]] feat for free.&lt;br /&gt;
&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 &#039;&#039;Nature&#039;&#039; check, the druid receives a totem of that form. Using this totem consumes 2 Wildshape and 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. Using the &#039;&#039;Wildshape&#039;&#039; 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 &#039;&#039;Wildshape&#039;&#039; feat, or another totem to take a new form. Losing the temporary hitpoints granted by the &#039;&#039;Wildshape&#039;&#039; 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 plus Wisdom modifier, and regains 1 use upon slaying 5 non-minion foes.&lt;br /&gt;
&lt;br /&gt;
The Druid may also convert &#039;&#039;Wildshape&#039;&#039; into &#039;&#039;Metamagic&#039;&#039; via their &#039;&#039;Wildshape&#039;&#039; menu, consuming 2 Wildshape to generate Metamagic equal to their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Role&lt;br /&gt;
!Temp HP/Level&lt;br /&gt;
!Additional&lt;br /&gt;
|-&lt;br /&gt;
|Brute&lt;br /&gt;
|10 || +5 Damage&lt;br /&gt;
|-&lt;br /&gt;
|Skirmisher || 8 || +2d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|Lurker || 6 || +3d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|Controller || 6 || +2 Spell and [[General Mechanics Information#Maneuvers|Maneuver]] DCs&lt;br /&gt;
|-&lt;br /&gt;
|Soldier || 12 || +25% Multiplicative Damage Immunity to all damage&lt;br /&gt;
|-&lt;br /&gt;
|Artillery || 6 || +2 AB, +6 Damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Woodland Stride&#039;&#039;&#039; ===&lt;br /&gt;
The character is immune to the [[Spells#Entangle|&#039;&#039;Entangle&#039;&#039;]], [[Spells#Grease|&#039;&#039;Grease&#039;&#039;]], [[Spells#Web|&#039;&#039;Web&#039;&#039;]], [[Spells#Spike_Growth|&#039;&#039;Spike Growth&#039;&#039;]], and [[Spells#Vine_Mine|&#039;&#039;Vine Mine&#039;&#039;]] spells.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Venom Immunity&#039;&#039;&#039; ===&lt;br /&gt;
The druid is immune to all poisons.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Resist Nature&#039;s Lure&#039;&#039;&#039; ===&lt;br /&gt;
This feat grants a +2 insight bonus on saving throws against fear spells and effects. &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#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#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#Cure_Minor_Wounds|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#Charm_Person|Charm]]&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 Energy]]&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#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#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&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#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#Freedom_of_Movement|Freedom of Movement]]&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]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Moderate_Wounds|Inflict Moderate Wounds]]&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 Energy]]&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#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#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Sting|Healing Sting]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Serious_Wounds|Inflict Serious Wounds]]&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 Energy]]&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#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;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#Dominate_person|Dominate]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Shield|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation_of_Maggots|Infestation of Maggots]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Critical_Wounds|Inflict Critical Wounds]]&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#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#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;
== Druid Weapons ==&lt;br /&gt;
&lt;br /&gt;
The Druid may use the club, dagger, dart, quarterstaff, sickle, shortbow, sling, and spear.&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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Invocation&#039;&#039;&#039;&lt;br /&gt;
| You gain an &#039;&#039;Invocation&#039;&#039; pool, with a capacity of [10 + Wisdom Modifier]. Points are gained equal to a harmful spell&#039;s level upon casting. You may use this feat to target yourself, or a point within 20m. Activating the feat again whilst the targeter is active will auto-target yourself.&lt;br /&gt;
&lt;br /&gt;
* Targeting yourself consumes 1 [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]], granting &#039;&#039;Invocation&#039;&#039; points equal to your WIS mod. If at full &#039;&#039;Invocation&#039;&#039;, [[General Mechanics Information#Metamagic|Metamagic]] points are granted instead.&lt;br /&gt;
* The damage type is Fire, overridden by Rune effects the Polarized Spell feat. 8 points are consumed to create an &#039;&#039;Invocation&#039;&#039;. This &#039;&#039;Invocation&#039;&#039; has 6 charges, expending 1 charge per 3 seconds to strike the nearest enemy target with 1d6 damage (Fortitude half). If any &#039;&#039;Invocation&#039;&#039; is within any of your persistent area of effect spells, it strikes any targets within these. You may create one &#039;&#039;Invocation&#039;&#039; at a time.&lt;br /&gt;
* &#039;&#039;Invocations&#039;&#039; have a DC equal to your highest level spell, consume [[General Mechanics Information#Metamagic|Metamagic]] as if they were a spell, and damage bonuses from items as if they were a level 0 spell.&lt;br /&gt;
* Upon expiry, &#039;&#039;Invocations&#039;&#039; restore 5 spell levels&#039; worth of harmful spells.&lt;br /&gt;
&lt;br /&gt;
In addition, your cost to convert [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] to [[General Mechanics Information#Metamagic|Metamagic]] is reduced to 1.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Leylines&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Invocation&#039;&#039; damage increases to 2d4, base capacity to 15, and you may now place a second. A &#039;&#039;Leyline&#039;&#039; is drawn between that &#039;&#039;Invocation&#039;&#039; and any others you have placed within 10m. Creatures crossing this &#039;&#039;Leyline&#039;&#039; are slowed by 90% for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Convergence&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Invocation&#039;&#039; damage increases to 2d6, base capacity to 20, and you may now place a third. Creatures within the triangle formed by three &#039;&#039;Invocations&#039;&#039; will be stunned for 1 round every round if they fail their will save. The DC is equal to that of your &#039;&#039;Invocations&#039;&#039;.&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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Form Mastery&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] now functions differently from the typical druid&#039;s in several ways:&lt;br /&gt;
&lt;br /&gt;
* You gain 1 [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] for each non-minion slain.&lt;br /&gt;
* It now costs 10 [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] for you to convert [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] to [[General Mechanics Information#Metamagic|Metamagic]].&lt;br /&gt;
* Your [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] capacity is now equal to 10 + twice your Wisdom Modifier.&lt;br /&gt;
* You may learn a greater variety of forms, including vermin, beasts, and magical beasts.&lt;br /&gt;
* Your transformations cannot be dispelled.&lt;br /&gt;
* You do not consume [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] to change form; however, changing form no longer grants you temporary hitpoints (THP).&lt;br /&gt;
* You no longer revert to humanoid form when resting.&lt;br /&gt;
* You receive a new feat, &#039;&#039;Primal Surge&#039;&#039;, which you may use once per round to gain the THP you would otherwise gain from the form, consuming 5 uses of [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]]. This also grants Regeneration, restoring hitpoints equal to your Druid level every 3 seconds, up to the total amount of THP gained.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Form Mastery&#039;&#039; feat may be activated to consume 3 uses of [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] in order to gain the following &#039;&#039;Form Mastery&#039;&#039; benefits for 1 minute, dependent upon your current form&#039;s role. If you change form, you receive the relevant &#039;&#039;Form Mastery&#039;&#039; benefits for that form instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brute:&#039;&#039;&#039; You receive +1 bonus attack per round, and a +5 physical damage bonus to attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skirmisher:&#039;&#039;&#039; You receive +1 bonus attack per round, and +2d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurker:&#039;&#039;&#039; You gain +3d6 Sneak Attack. You may reactivate the feat to vanish from sight, disengaging from your attack schedule and entering stealth. Whilst this &#039;&#039;Form Mastery&#039;&#039; bonus is active, reactivating &#039;&#039;Form Mastery&#039;&#039; causes you to vanish from sight once again, at a cost of 1 [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] per use. You cannot perform this action after exiting stealth mode until one round has passed.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controller:&#039;&#039;&#039; For one minute, upon striking a target, they must succeed at a save versus your cantrip DC or suffer the effects of Blindness for 1 round. Applicable [[General Mechanics Information#Metamagic|Metamagic]] you know is applied without cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soldier:&#039;&#039;&#039; You receive 25% multiplicative physical damage immunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery:&#039;&#039;&#039; Once per round for one minute, you automatically fire a volley of spines at targets within 10m of your attack target. If you have no current attack target, the nearest enemy is selected instead. You create one spine per Druid level, with each inflicting 4 physical damage. These are split evenly amongst the available targets, with priority given to your target and those nearest it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Second Shift&#039;&#039;&#039;&lt;br /&gt;
| One round after activating &#039;&#039;Form Mastery&#039;&#039;, you receive the &#039;&#039;Second Shift&#039;&#039; effect, further enhancing your &#039;&#039;Form Mastery&#039;&#039; benefits. Changing forms resets the &#039;&#039;Second Shift&#039;&#039; effect, reactivating after 1 round has passed in the new form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brute:&#039;&#039;&#039; You receive an additional +1 bonus attack per round, and a further +5 physical damage bonus to attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skirmisher:&#039;&#039;&#039; You receive an additional +1 bonus attack per round, and a further +2d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurker:&#039;&#039;&#039; You receive +1 bonus attack per round, and a further +3d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controller:&#039;&#039;&#039; In addition to the on-hit blind effect, you now also afflict your attacked targets with the Paralyze effect for 1 round, should they fail a Will saving throw versus your cantrip DC. Applicable [[General Mechanics Information#Metamagic|Metamagic]] you know is applied without cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soldier:&#039;&#039;&#039; You may reactivate &#039;&#039;Form Mastery&#039;&#039; to expend 2 [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] and receive a Damage Resistance (DR) effect to all damage with a Threshold equal to 5 + your Druid Level, with Absorption of 10 per Druid Level. Any Absorption remaining when the effect expires (either due to expiring duration or changing form) is saved and applied to the Absorption of the next DR effect created this way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery:&#039;&#039;&#039; You generate twice the number of spines.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Peak Performance&#039;&#039;&#039;&lt;br /&gt;
| The base bonuses you receive from Wildshape roles are now doubled.&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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;First Words&#039;&#039;&#039;&lt;br /&gt;
| Your bond with the wilds has granted you the benefit of a natural companion. Use this feat on yourself to choose your companion type (default wolf). This companion has the statistics of an Elite-rated creature of its given role. If you also possess the &#039;&#039;Animal Companion&#039;&#039; feature from the [[Ranger|&#039;&#039;Ranger&#039;&#039;]] [[Ranger#Beastmaster|&#039;&#039;Beastmaster&#039;&#039;]], your Druid and [[Ranger|Ranger]] levels stack when determining the companion&#039;s Threat Level. You may summon your companion for free once per rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may also target your companion with this feat to restore hitpoints equal to its maximum hit points, expending 3 [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]]. Any excess is granted as temporary hitpoints lasting one minute, to a maximum of half their hit point total. Should your companion perish, it may be resummoned with this feat for the cost of 3 [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
Your companion also possesses your [[#Woodland_Stride|&#039;&#039;Woodland Stride&#039;&#039;]] class feature.&lt;br /&gt;
&lt;br /&gt;
Upon casting a harmful damage spell, for 3 rounds your companion receives a damage bonus equal to your Druid class level plus the spell&#039;s level, of the spell&#039;s damage type.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Growing Bond&#039;&#039;&#039;&lt;br /&gt;
| Your companion receives a stack of the following bonuses for every round they remain within one of your persistent areas of effect (AoE) (such as [[Spells#Grease|Grease]], [[Spells#Web|Web]], etc), to a maximum of 3 stacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These bonuses are retained as long as they remain within the AoE. Should the companion leave your AoEs, these stacks will be lost at a rate of 1 every 3 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bear:&#039;&#039;&#039; +3 Physical Damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boar:&#039;&#039;&#039; +20% Physical Damage Immunity (Multiplicative)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wolf:&#039;&#039;&#039; +2 Physical Damage / +10% Movespeed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hawk:&#039;&#039;&#039; +2d6 Radiant damage on Sneak Attack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lynx:&#039;&#039;&#039; +2d6 Radiant damage on Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Rite of Passage&#039;&#039;&#039;&lt;br /&gt;
| When your companion&#039;s &#039;&#039;Growing Bond&#039;&#039; stacks reach their maximum, their rating upgrades to Solo. The companion&#039;s rating reverts to Elite if the stacks should decay below the maximum.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Rogue_V2&amp;diff=1570</id>
		<title>Rogue V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Rogue_V2&amp;diff=1570"/>
		<updated>2026-01-29T09:42:09Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Silhouette */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rogues draw [[&amp;quot;Power&amp;quot;|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are potent skirmishers who benefit from attacking flat-footed opponents and have the unique ability to utilize any scroll and a selection of rogue-only throwable objects - provided they have the stability to support it. Rogue [[#Archetypes|archetypes]] allow them to become an avoidance-based tank, a deadly mobile assassin, or unique trinket and explosion specialist. &lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with finesse weapons, using most [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Blind|Blind]], and maximizing AC from lighter armors. It also provides bonuses to your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your physical damage, carrying capacity and improves your Fortitude 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 [[General Mechanics Information#Maneuvers|Maneuver]] pool, certain [[#Archetypes|archetype]] abilities and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save and certain [[#Archetypes|archetype]] abilities.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), [[#Rogue Weapons|Weapons (Rogue)]]&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 10&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw&#039;&#039;&#039;: Reflex&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Sneak Attack|Sneak Attack 1d6]], [[#Maneuver: Blind|Maneuver: Blind]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Sneak Attack|Sneak Attack 3d6]], [[#Evasion|Evasion]], [[#Self Concealment|Self Concealment I]], [[#Moxie|Moxie]], [[#Defensive Roll|Defensive Roll]], [[#Use Magic Device|Use Magic Device]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Sneak Attack|Sneak Attack 4d6]], [[#Uncanny Dodge II|Uncanny Dodge II]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Self Concealment|Self Concealment II]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Sneak Attack|Sneak Attack 5d6]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Sneak Attack|Sneak Attack 7d6]], [[#Self Concealment|Self Concealment III]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rogue Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Moxie&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue possesses a pool of &#039;&#039;Moxie&#039;&#039;, with which they can perform various feats. The Rogue recovers 1 &#039;&#039;Moxie&#039;&#039; for every 3 enemies slain, and has a maximum &#039;&#039;Moxie&#039;&#039; capacity equal to their class level plus Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; ===&lt;br /&gt;
Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character&#039;s blow delivers extra damage. This extra damage is +1d6 at first level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Blind&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue learns the [[Feats#Maneuver: Blind|Blind]] [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Use Magic Device&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue may toggle this feat to use potions, scrolls, or gadgets without consuming the item or incurring a [[General Mechanics Information#Stability|Stability]] penalty, at a [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] cost equal to the spell or [[Gadgets|Gadget]] level.&lt;br /&gt;
&lt;br /&gt;
In addition, the Rogue may add their class levels to those of any other class for the purposes of reading scrolls. For example, a level 5 Rogue may use up to level 3 scrolls of any class, whilst a level 5 Rogue/4 Wizard multiclass would be able to read Wizard scrolls up to level 5, and other class scrolls up to level 3.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Defensive Roll&#039;&#039;&#039; ===&lt;br /&gt;
Upon taking damage that would reduce the Rogue to 0 hitpoints, instead the remaining damage is negated, as is all further damage within 1s. The Rogue also automatically enters Stealth mode, and gains a +100% movement speed bonus for one round. This feature is restored upon resting, and may also be replenished at the cost of 3 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge&#039;&#039;&#039; ===&lt;br /&gt;
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Self Concealment&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue possesses a passive Concealment bonus, scaling with class level as detailed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Concealment&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|20%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rogue Bonus Feats&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue gains access to a selection of class feats at levels 4, 6, 8, and 10. The following feats are available:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Feat !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Slippery Mind || Characters failing their will save versus mind-affecting spells get an automatic reroll.&lt;br /&gt;
|-&lt;br /&gt;
| Improved Evasion || Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Fight || This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to re-roll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.&lt;br /&gt;
|-&lt;br /&gt;
| Skill Mastery || When using the disable trap, open lock, and set trap skills, the character automatically takes 20 on any skill checks, even if in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Armor Proficiency (Heavy) || This feat grants the knowledge to make effective use of heavy armor.&lt;br /&gt;
|-&lt;br /&gt;
| Selective Gadget || Gadgets only damage hostile creatures.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gadgets include: caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag.&lt;br /&gt;
|-&lt;br /&gt;
| Dodgeroll || The character rapidly covers a short distance in a straight line, passing through other creatures. Consumes 5 Stamina.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge II&#039;&#039;&#039; ===&lt;br /&gt;
The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed.&lt;br /&gt;
&lt;br /&gt;
This feat also grants a +1 bonus on reflex saving throws made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
== Rogue Weapons ==&lt;br /&gt;
This feat allows the character to use the club, dagger, handaxe, light crossbow, quarterstaff, mace, morningstar, shortbow, shortsword, sling, rapier, and throwing dagger.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Thrillseeker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Never tell me the odds.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Thrillseeking&#039;&#039;&#039;&lt;br /&gt;
|You gain a pool of &#039;&#039;Thrill&#039;&#039; points, with a maximum capacity equal to your class level plus your CON modifier, plus the highest of your Wisdom or Charisma modifiers. In addition, you gain permanent 50% Concealment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Activating this feat will expend &#039;&#039;Thrill&#039;&#039; at a rate of 1 per second, conferring a 100% Concealment effect while active. This feat may be deactivated again at any time, but upon deactivation cannot be used again until one round has passed. Upon avoiding an attack via Concealment while this feat is not active, you regain a point of &#039;&#039;Thrill&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Consumed &#039;&#039;Thrill&#039;&#039; is converted into &#039;&#039;Trepidation&#039;&#039;, lowering your maximum &#039;&#039;Thrill&#039;&#039; capacity until cleared. &#039;&#039;Trepidation&#039;&#039; is passively cleared by the slaying of non-minion enemies (2 points each), or when you consume any [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] (2 points per [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] spent). Alternatively, the Thrillseeker UI may be used to expend 3 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] to clear all &#039;&#039;Trepidation&#039;&#039; whilst also restoring 50% of your &#039;&#039;Thrill&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
| Whilst &#039;&#039;Thrillseeking&#039;&#039; is active, any creature that attacks you in melee range receives your Sneak Attack damage dice in return. This damage inherits the type and power of your main hand weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, you receive one stack of CON Modifier temporary hitpoints per point of &#039;&#039;Thrill&#039;&#039; expended, with each stack lasting 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Hedged Bets&#039;&#039;&#039;&lt;br /&gt;
| You gain bonus Concealment to that granted by Self-Concealment each time your Concealment fails to misdirect an attack. This increases at a rate of +25% per hit taken. This bonus is reset when your Concealment successfully prevents an attack.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Silhouette&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Darkness is a matter of perspective.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Shadow Step&#039;&#039;&#039;&lt;br /&gt;
| You gain a pool of &#039;&#039;Shadow&#039;&#039;, with a maximum capacity equal to half your Rogue level (rounded up), plus Wisdom modifier. You may use the &#039;&#039;Shadow Step&#039;&#039; feat to expend 1 &#039;&#039;Shadow&#039;&#039; to blink out of sight, disengaging from your attack schedule and entering stealth. Any attacks you make within one round of exiting stealth have their Sneak Attack damage dice applied a second time. You regain a point of &#039;&#039;Shadow&#039;&#039; whenever a non-minion enemy is slain, and all &#039;&#039;Shadow&#039;&#039; when resting. You cannot &#039;&#039;Shadow Step&#039;&#039; after exiting stealth mode until one round has passed.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Shadow Jump&#039;&#039;&#039;&lt;br /&gt;
| While in stealth mode, activating &#039;&#039;Shadow Step&#039;&#039; engages &#039;&#039;Shadow Jump&#039;&#039;. This ability expends 1 &#039;&#039;Shadow&#039;&#039; to &#039;&#039;Shadow Jump&#039;&#039; near instantly to a point within 10m of you to which you have an unobstructed line of sight, and gain a bonus attack per round for three rounds. If a creature is targeted, you jump to a point directly behind them if that space is unoccupied. If the target is an enemy, you immediately begin an attack. While this technique is not true teleportation, the casual observer may be unable to discern the difference.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Shadow Clone&#039;&#039;&#039;&lt;br /&gt;
| When you activate &#039;&#039;Shadow Step&#039;&#039; whilst in combat, you create a &#039;&#039;Shadow Clone&#039;&#039; at your current location that continues to fight. This &#039;&#039;Shadow Clone&#039;&#039; persists for 1 round, unless destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you leave stealth, the &#039;&#039;Shadow Clone&#039;&#039; is also destroyed. &lt;br /&gt;
&lt;br /&gt;
Upon expiry or destruction, the &#039;&#039;Shadow Clone&#039;&#039; deals your Sneak Attack damage to enemies within 4m (Type: Physical, Save: Will Half, Maneuver DC).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadow Clone&#039;&#039; may be toggled by targeting yourself with &#039;&#039;Shadow Jump&#039;&#039; while stealthed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gadgeteer&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Good thing I brought my shark repellent.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Utility Belt&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
By activating the &#039;&#039;Utility Belt&#039;&#039; feat, you may use [[Gadgets|Gadgets]] without consuming the item or [[General_Mechanics_Information#Stability|Stability]], and gain extra effects depending upon the [[Gadgets|Gadget]], as noted below. You have a maximum &#039;&#039;Utility Belt&#039;&#039; capacity equal to that of your maximum [[#Moxie|&#039;&#039;Moxie&#039;&#039;]], and regain a use of &#039;&#039;Utility Belt&#039;&#039; upon slaying a non-minion foe. The amount of &#039;&#039;Utility&#039;&#039; Belt you consume is equal to the level of the [[Gadgets|Gadget]].&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Smoke Bomb|&#039;&#039;&#039;Smoke Bomb&#039;&#039;&#039;]]: Instant use.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Deceitful Decoy|&#039;&#039;&#039;Deceitful Decoy&#039;&#039;&#039;]]: Double hitpoints.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Caltrops|&#039;&#039;&#039;Caltrops&#039;&#039;&#039;]]: Inflicts an additional amount of damage equal to your Sneak Attack dice on the first instance of damage to a target.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Tanglefoot Bag|&#039;&#039;&#039;Tanglefoot Bag&#039;&#039;&#039;]]: Affected targets become Flat-Footed.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Choking Powder|&#039;&#039;&#039;Choking Powder&#039;&#039;&#039;]]: Applies a Primed effect to affected targets, equal to your Sneak Attack dice.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets|&#039;&#039;&#039;Elemental Grenades&#039;&#039;&#039;]]: Inflicts additional damage equal to half a roll of your Sneak Attack dice.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Ablative Plating|&#039;&#039;&#039;Ablative Plating&#039;&#039;&#039;]]: Adds half your Intelligence modifier to Threshold, and 5 Absorption per Rogue level.&lt;br /&gt;
&lt;br /&gt;
You also gain access to a new [[Gadgets|Gadget]], [[Gadgets#Satchel Charge|&#039;&#039;&#039;Satchel Charge&#039;&#039;&#039;]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Duct Tape&#039;&#039;&#039;&lt;br /&gt;
| You gain access to a special new [[Gadgets|Gadget]], &#039;&#039;Duct Tape&#039;&#039;. Using the &#039;&#039;Duct Tape&#039;&#039; upon two different [[Gadgets|Gadgets]] allows you to combine them into one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duct Tape&#039;&#039; is only useable if it is assigned to your &#039;&#039;Utility Belt&#039;&#039; menu. To use &#039;&#039;Duct Tape&#039;&#039;, use either of the two copied [[Gadgets|Gadget]] abilities from the &#039;&#039;Duct Tape&#039;&#039; - the other [[Gadgets|Gadget]] will be activated instantaneously after the first, at the target location of the first. If either [[Gadgets|Gadget]] on the &#039;&#039;Duct Tape&#039;&#039; is Self-Only, both [[Gadgets|Gadgets]] will automatically be retargeted upon yourself.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;Duct Tape&#039;&#039; requires &#039;&#039;Utility Belt&#039;&#039; uses, and consumes &#039;&#039;Utility Belt&#039;&#039; equal to the total cost of both attached [[Gadgets|Gadgets]] on use.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Resourcefulness&#039;&#039;&#039;&lt;br /&gt;
| For every 3 &#039;&#039;Utility Belt&#039;&#039; you consume, you regain 1 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Rogue_V2&amp;diff=1569</id>
		<title>Rogue V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Rogue_V2&amp;diff=1569"/>
		<updated>2026-01-29T09:40:30Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Silhouette */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rogues draw [[&amp;quot;Power&amp;quot;|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are potent skirmishers who benefit from attacking flat-footed opponents and have the unique ability to utilize any scroll and a selection of rogue-only throwable objects - provided they have the stability to support it. Rogue [[#Archetypes|archetypes]] allow them to become an avoidance-based tank, a deadly mobile assassin, or unique trinket and explosion specialist. &lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with finesse weapons, using most [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Blind|Blind]], and maximizing AC from lighter armors. It also provides bonuses to your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your physical damage, carrying capacity and improves your Fortitude 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 [[General Mechanics Information#Maneuvers|Maneuver]] pool, certain [[#Archetypes|archetype]] abilities and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save and certain [[#Archetypes|archetype]] abilities.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), [[#Rogue Weapons|Weapons (Rogue)]]&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 10&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw&#039;&#039;&#039;: Reflex&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Sneak Attack|Sneak Attack 1d6]], [[#Maneuver: Blind|Maneuver: Blind]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Sneak Attack|Sneak Attack 3d6]], [[#Evasion|Evasion]], [[#Self Concealment|Self Concealment I]], [[#Moxie|Moxie]], [[#Defensive Roll|Defensive Roll]], [[#Use Magic Device|Use Magic Device]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Sneak Attack|Sneak Attack 4d6]], [[#Uncanny Dodge II|Uncanny Dodge II]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Self Concealment|Self Concealment II]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Sneak Attack|Sneak Attack 5d6]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Sneak Attack|Sneak Attack 7d6]], [[#Self Concealment|Self Concealment III]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rogue Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Moxie&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue possesses a pool of &#039;&#039;Moxie&#039;&#039;, with which they can perform various feats. The Rogue recovers 1 &#039;&#039;Moxie&#039;&#039; for every 3 enemies slain, and has a maximum &#039;&#039;Moxie&#039;&#039; capacity equal to their class level plus Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; ===&lt;br /&gt;
Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character&#039;s blow delivers extra damage. This extra damage is +1d6 at first level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Blind&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue learns the [[Feats#Maneuver: Blind|Blind]] [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Use Magic Device&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue may toggle this feat to use potions, scrolls, or gadgets without consuming the item or incurring a [[General Mechanics Information#Stability|Stability]] penalty, at a [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] cost equal to the spell or [[Gadgets|Gadget]] level.&lt;br /&gt;
&lt;br /&gt;
In addition, the Rogue may add their class levels to those of any other class for the purposes of reading scrolls. For example, a level 5 Rogue may use up to level 3 scrolls of any class, whilst a level 5 Rogue/4 Wizard multiclass would be able to read Wizard scrolls up to level 5, and other class scrolls up to level 3.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Defensive Roll&#039;&#039;&#039; ===&lt;br /&gt;
Upon taking damage that would reduce the Rogue to 0 hitpoints, instead the remaining damage is negated, as is all further damage within 1s. The Rogue also automatically enters Stealth mode, and gains a +100% movement speed bonus for one round. This feature is restored upon resting, and may also be replenished at the cost of 3 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge&#039;&#039;&#039; ===&lt;br /&gt;
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Self Concealment&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue possesses a passive Concealment bonus, scaling with class level as detailed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Concealment&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|20%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rogue Bonus Feats&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue gains access to a selection of class feats at levels 4, 6, 8, and 10. The following feats are available:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Feat !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Slippery Mind || Characters failing their will save versus mind-affecting spells get an automatic reroll.&lt;br /&gt;
|-&lt;br /&gt;
| Improved Evasion || Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Fight || This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to re-roll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.&lt;br /&gt;
|-&lt;br /&gt;
| Skill Mastery || When using the disable trap, open lock, and set trap skills, the character automatically takes 20 on any skill checks, even if in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Armor Proficiency (Heavy) || This feat grants the knowledge to make effective use of heavy armor.&lt;br /&gt;
|-&lt;br /&gt;
| Selective Gadget || Gadgets only damage hostile creatures.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gadgets include: caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag.&lt;br /&gt;
|-&lt;br /&gt;
| Dodgeroll || The character rapidly covers a short distance in a straight line, passing through other creatures. Consumes 5 Stamina.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge II&#039;&#039;&#039; ===&lt;br /&gt;
The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed.&lt;br /&gt;
&lt;br /&gt;
This feat also grants a +1 bonus on reflex saving throws made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
== Rogue Weapons ==&lt;br /&gt;
This feat allows the character to use the club, dagger, handaxe, light crossbow, quarterstaff, mace, morningstar, shortbow, shortsword, sling, rapier, and throwing dagger.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Thrillseeker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Never tell me the odds.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Thrillseeking&#039;&#039;&#039;&lt;br /&gt;
|You gain a pool of &#039;&#039;Thrill&#039;&#039; points, with a maximum capacity equal to your class level plus your CON modifier, plus the highest of your Wisdom or Charisma modifiers. In addition, you gain permanent 50% Concealment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Activating this feat will expend &#039;&#039;Thrill&#039;&#039; at a rate of 1 per second, conferring a 100% Concealment effect while active. This feat may be deactivated again at any time, but upon deactivation cannot be used again until one round has passed. Upon avoiding an attack via Concealment while this feat is not active, you regain a point of &#039;&#039;Thrill&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Consumed &#039;&#039;Thrill&#039;&#039; is converted into &#039;&#039;Trepidation&#039;&#039;, lowering your maximum &#039;&#039;Thrill&#039;&#039; capacity until cleared. &#039;&#039;Trepidation&#039;&#039; is passively cleared by the slaying of non-minion enemies (2 points each), or when you consume any [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] (2 points per [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] spent). Alternatively, the Thrillseeker UI may be used to expend 3 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] to clear all &#039;&#039;Trepidation&#039;&#039; whilst also restoring 50% of your &#039;&#039;Thrill&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
| Whilst &#039;&#039;Thrillseeking&#039;&#039; is active, any creature that attacks you in melee range receives your Sneak Attack damage dice in return. This damage inherits the type and power of your main hand weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, you receive one stack of CON Modifier temporary hitpoints per point of &#039;&#039;Thrill&#039;&#039; expended, with each stack lasting 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Hedged Bets&#039;&#039;&#039;&lt;br /&gt;
| You gain bonus Concealment to that granted by Self-Concealment each time your Concealment fails to misdirect an attack. This increases at a rate of +25% per hit taken. This bonus is reset when your Concealment successfully prevents an attack.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Silhouette&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Darkness is a matter of perspective.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Shadow Step&#039;&#039;&#039;&lt;br /&gt;
| You gain a pool of &#039;&#039;Shadow&#039;&#039;, with a maximum capacity equal to half your Rogue level (rounded up), plus Wisdom modifier. You may use the &#039;&#039;Shadow Step&#039;&#039; feat to expend 1 &#039;&#039;Shadow&#039;&#039; to blink out of sight, disengaging from your attack schedule and entering stealth. Any attacks you make within one round of exiting stealth have their Sneak Attack damage dice applied a second time. You regain a point of &#039;&#039;Shadow&#039;&#039; whenever a non-minion enemy is slain, and all &#039;&#039;Shadow&#039;&#039; when resting. You cannot &#039;&#039;Shadow Step&#039;&#039; after exiting stealth mode until one round has passed.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Shadow Jump&#039;&#039;&#039;&lt;br /&gt;
| While in stealth mode, activating &#039;&#039;Shadow Step&#039;&#039; engages &#039;&#039;Shadow Jump&#039;&#039;. This ability expends 1 &#039;&#039;Shadow&#039;&#039; to &#039;&#039;Shadow Jump&#039;&#039; near instantly to a point within 10m of you to which you have an unobstructed line of sight, and gain a bonus attack per round for three rounds. If a creature is targeted, you jump to a point directly behind them if that space is unoccupied. If the target is an enemy, you immediately begin an attack. While this technique is not true teleportation, the casual observer may be unable to discern the difference.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Shadow Illusion&#039;&#039;&#039;&lt;br /&gt;
| When you activate &#039;&#039;Shadow Step&#039;&#039; whilst in combat, you create a &#039;&#039;Shadow Clone&#039;&#039; at your current location that continues to fight. This &#039;&#039;Shadow Clone&#039;&#039; persists for 1 round, unless destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you leave stealth, the &#039;&#039;Shadow Clone&#039;&#039; is also destroyed. &lt;br /&gt;
&lt;br /&gt;
Upon expiry or destruction, the &#039;&#039;Shadow Clone&#039;&#039; deals your Sneak Attack damage to enemies within 4m (Type: Physical, Save: Will Half, Maneuver DC).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadow Clone&#039;&#039; may be toggled by targeting yourself with &#039;&#039;Shadow Jump&#039;&#039; while stealthed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gadgeteer&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Good thing I brought my shark repellent.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Utility Belt&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
By activating the &#039;&#039;Utility Belt&#039;&#039; feat, you may use [[Gadgets|Gadgets]] without consuming the item or [[General_Mechanics_Information#Stability|Stability]], and gain extra effects depending upon the [[Gadgets|Gadget]], as noted below. You have a maximum &#039;&#039;Utility Belt&#039;&#039; capacity equal to that of your maximum [[#Moxie|&#039;&#039;Moxie&#039;&#039;]], and regain a use of &#039;&#039;Utility Belt&#039;&#039; upon slaying a non-minion foe. The amount of &#039;&#039;Utility&#039;&#039; Belt you consume is equal to the level of the [[Gadgets|Gadget]].&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Smoke Bomb|&#039;&#039;&#039;Smoke Bomb&#039;&#039;&#039;]]: Instant use.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Deceitful Decoy|&#039;&#039;&#039;Deceitful Decoy&#039;&#039;&#039;]]: Double hitpoints.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Caltrops|&#039;&#039;&#039;Caltrops&#039;&#039;&#039;]]: Inflicts an additional amount of damage equal to your Sneak Attack dice on the first instance of damage to a target.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Tanglefoot Bag|&#039;&#039;&#039;Tanglefoot Bag&#039;&#039;&#039;]]: Affected targets become Flat-Footed.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Choking Powder|&#039;&#039;&#039;Choking Powder&#039;&#039;&#039;]]: Applies a Primed effect to affected targets, equal to your Sneak Attack dice.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets|&#039;&#039;&#039;Elemental Grenades&#039;&#039;&#039;]]: Inflicts additional damage equal to half a roll of your Sneak Attack dice.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Ablative Plating|&#039;&#039;&#039;Ablative Plating&#039;&#039;&#039;]]: Adds half your Intelligence modifier to Threshold, and 5 Absorption per Rogue level.&lt;br /&gt;
&lt;br /&gt;
You also gain access to a new [[Gadgets|Gadget]], [[Gadgets#Satchel Charge|&#039;&#039;&#039;Satchel Charge&#039;&#039;&#039;]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Duct Tape&#039;&#039;&#039;&lt;br /&gt;
| You gain access to a special new [[Gadgets|Gadget]], &#039;&#039;Duct Tape&#039;&#039;. Using the &#039;&#039;Duct Tape&#039;&#039; upon two different [[Gadgets|Gadgets]] allows you to combine them into one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duct Tape&#039;&#039; is only useable if it is assigned to your &#039;&#039;Utility Belt&#039;&#039; menu. To use &#039;&#039;Duct Tape&#039;&#039;, use either of the two copied [[Gadgets|Gadget]] abilities from the &#039;&#039;Duct Tape&#039;&#039; - the other [[Gadgets|Gadget]] will be activated instantaneously after the first, at the target location of the first. If either [[Gadgets|Gadget]] on the &#039;&#039;Duct Tape&#039;&#039; is Self-Only, both [[Gadgets|Gadgets]] will automatically be retargeted upon yourself.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;Duct Tape&#039;&#039; requires &#039;&#039;Utility Belt&#039;&#039; uses, and consumes &#039;&#039;Utility Belt&#039;&#039; equal to the total cost of both attached [[Gadgets|Gadgets]] on use.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Resourcefulness&#039;&#039;&#039;&lt;br /&gt;
| For every 3 &#039;&#039;Utility Belt&#039;&#039; you consume, you regain 1 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Rogue_V2&amp;diff=1568</id>
		<title>Rogue V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Rogue_V2&amp;diff=1568"/>
		<updated>2026-01-28T06:30:29Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Rogue Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rogues draw [[&amp;quot;Power&amp;quot;|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are potent skirmishers who benefit from attacking flat-footed opponents and have the unique ability to utilize any scroll and a selection of rogue-only throwable objects - provided they have the stability to support it. Rogue [[#Archetypes|archetypes]] allow them to become an avoidance-based tank, a deadly mobile assassin, or unique trinket and explosion specialist. &lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with finesse weapons, using most [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Blind|Blind]], and maximizing AC from lighter armors. It also provides bonuses to your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your physical damage, carrying capacity and improves your Fortitude 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 [[General Mechanics Information#Maneuvers|Maneuver]] pool, certain [[#Archetypes|archetype]] abilities and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save and certain [[#Archetypes|archetype]] abilities.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), [[#Rogue Weapons|Weapons (Rogue)]]&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 10&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw&#039;&#039;&#039;: Reflex&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Sneak Attack|Sneak Attack 1d6]], [[#Maneuver: Blind|Maneuver: Blind]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Sneak Attack|Sneak Attack 3d6]], [[#Evasion|Evasion]], [[#Self Concealment|Self Concealment I]], [[#Moxie|Moxie]], [[#Defensive Roll|Defensive Roll]], [[#Use Magic Device|Use Magic Device]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Sneak Attack|Sneak Attack 4d6]], [[#Uncanny Dodge II|Uncanny Dodge II]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Self Concealment|Self Concealment II]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Sneak Attack|Sneak Attack 5d6]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Sneak Attack|Sneak Attack 7d6]], [[#Self Concealment|Self Concealment III]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rogue Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Moxie&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue possesses a pool of &#039;&#039;Moxie&#039;&#039;, with which they can perform various feats. The Rogue recovers 1 &#039;&#039;Moxie&#039;&#039; for every 3 enemies slain, and has a maximum &#039;&#039;Moxie&#039;&#039; capacity equal to their class level plus Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; ===&lt;br /&gt;
Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character&#039;s blow delivers extra damage. This extra damage is +1d6 at first level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Blind&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue learns the [[Feats#Maneuver: Blind|Blind]] [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Use Magic Device&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue may toggle this feat to use potions, scrolls, or gadgets without consuming the item or incurring a [[General Mechanics Information#Stability|Stability]] penalty, at a [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] cost equal to the spell or [[Gadgets|Gadget]] level.&lt;br /&gt;
&lt;br /&gt;
In addition, the Rogue may add their class levels to those of any other class for the purposes of reading scrolls. For example, a level 5 Rogue may use up to level 3 scrolls of any class, whilst a level 5 Rogue/4 Wizard multiclass would be able to read Wizard scrolls up to level 5, and other class scrolls up to level 3.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Defensive Roll&#039;&#039;&#039; ===&lt;br /&gt;
Upon taking damage that would reduce the Rogue to 0 hitpoints, instead the remaining damage is negated, as is all further damage within 1s. The Rogue also automatically enters Stealth mode, and gains a +100% movement speed bonus for one round. This feature is restored upon resting, and may also be replenished at the cost of 3 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge&#039;&#039;&#039; ===&lt;br /&gt;
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Self Concealment&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue possesses a passive Concealment bonus, scaling with class level as detailed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Concealment&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|20%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rogue Bonus Feats&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue gains access to a selection of class feats at levels 4, 6, 8, and 10. The following feats are available:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Feat !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Slippery Mind || Characters failing their will save versus mind-affecting spells get an automatic reroll.&lt;br /&gt;
|-&lt;br /&gt;
| Improved Evasion || Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Fight || This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to re-roll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.&lt;br /&gt;
|-&lt;br /&gt;
| Skill Mastery || When using the disable trap, open lock, and set trap skills, the character automatically takes 20 on any skill checks, even if in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Armor Proficiency (Heavy) || This feat grants the knowledge to make effective use of heavy armor.&lt;br /&gt;
|-&lt;br /&gt;
| Selective Gadget || Gadgets only damage hostile creatures.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gadgets include: caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag.&lt;br /&gt;
|-&lt;br /&gt;
| Dodgeroll || The character rapidly covers a short distance in a straight line, passing through other creatures. Consumes 5 Stamina.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge II&#039;&#039;&#039; ===&lt;br /&gt;
The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed.&lt;br /&gt;
&lt;br /&gt;
This feat also grants a +1 bonus on reflex saving throws made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
== Rogue Weapons ==&lt;br /&gt;
This feat allows the character to use the club, dagger, handaxe, light crossbow, quarterstaff, mace, morningstar, shortbow, shortsword, sling, rapier, and throwing dagger.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Thrillseeker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Never tell me the odds.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Thrillseeking&#039;&#039;&#039;&lt;br /&gt;
|You gain a pool of &#039;&#039;Thrill&#039;&#039; points, with a maximum capacity equal to your class level plus your CON modifier, plus the highest of your Wisdom or Charisma modifiers. In addition, you gain permanent 50% Concealment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Activating this feat will expend &#039;&#039;Thrill&#039;&#039; at a rate of 1 per second, conferring a 100% Concealment effect while active. This feat may be deactivated again at any time, but upon deactivation cannot be used again until one round has passed. Upon avoiding an attack via Concealment while this feat is not active, you regain a point of &#039;&#039;Thrill&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Consumed &#039;&#039;Thrill&#039;&#039; is converted into &#039;&#039;Trepidation&#039;&#039;, lowering your maximum &#039;&#039;Thrill&#039;&#039; capacity until cleared. &#039;&#039;Trepidation&#039;&#039; is passively cleared by the slaying of non-minion enemies (2 points each), or when you consume any [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] (2 points per [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] spent). Alternatively, the Thrillseeker UI may be used to expend 3 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]] to clear all &#039;&#039;Trepidation&#039;&#039; whilst also restoring 50% of your &#039;&#039;Thrill&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
| Whilst &#039;&#039;Thrillseeking&#039;&#039; is active, any creature that attacks you in melee range receives your Sneak Attack damage dice in return. This damage inherits the type and power of your main hand weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, you receive one stack of CON Modifier temporary hitpoints per point of &#039;&#039;Thrill&#039;&#039; expended, with each stack lasting 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Hedged Bets&#039;&#039;&#039;&lt;br /&gt;
| You gain bonus Concealment to that granted by Self-Concealment each time your Concealment fails to misdirect an attack. This increases at a rate of +25% per hit taken. This bonus is reset when your Concealment successfully prevents an attack.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Silhouette&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Darkness is a matter of perspective.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Shadow Step&#039;&#039;&#039;&lt;br /&gt;
| You gain a pool of &#039;&#039;Shadow&#039;&#039;, with a maximum capacity equal to half your Rogue level (rounded up), plus Wisdom modifier. You may use the &#039;&#039;Shadow Step&#039;&#039; feat to expend 1 &#039;&#039;Shadow&#039;&#039; to blink out of sight, disengaging from your attack schedule and entering stealth. Any attacks you make within one round of exiting stealth have their Sneak Attack damage dice applied a second time. You regain a point of &#039;&#039;Shadow&#039;&#039; whenever a non-minion enemy is slain, and all &#039;&#039;Shadow&#039;&#039; when resting. You cannot &#039;&#039;Shadow Step&#039;&#039; after exiting stealth mode until one round has passed.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Shadow Jump&#039;&#039;&#039;&lt;br /&gt;
| While in stealth mode, &#039;&#039;Shadow Step&#039;&#039; evolves into &#039;&#039;Shadow Jump&#039;&#039;. This ability expends 1 &#039;&#039;Shadow&#039;&#039; to &#039;&#039;Shadow Jump&#039;&#039; near instantly to a point within 10m of you to which you have an unobstructed line of sight. If a creature is targeted, you jump to a point directly behind them if that space is unoccupied. If the target is an enemy, you immediately begin an attack, and gain an extra attack for three rounds. While this technique is not true teleportation, the casual observer may be unable to discern the difference.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Shadow Illusion&#039;&#039;&#039;&lt;br /&gt;
| If you target yourself with &#039;&#039;Shadow Jump&#039;&#039; while in stealth mode, you may expend 1 &#039;&#039;Shadow&#039;&#039; to place a 4m radius cloud of illusory shadow around your current location for 3 rounds. Enemies who enter or remain in the &#039;&#039;Shadow Illusion&#039;&#039; must succeed a Will save (DC 20 + Wis) vs Mind-Affecting or suffer Daze for 1 round. In addition, enemies who enter or remain in the &#039;&#039;Shadow Illusion&#039;&#039; suffer 2d6 Magical damage per round.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gadgeteer&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Good thing I brought my shark repellent.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Utility Belt&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
By activating the &#039;&#039;Utility Belt&#039;&#039; feat, you may use [[Gadgets|Gadgets]] without consuming the item or [[General_Mechanics_Information#Stability|Stability]], and gain extra effects depending upon the [[Gadgets|Gadget]], as noted below. You have a maximum &#039;&#039;Utility Belt&#039;&#039; capacity equal to that of your maximum [[#Moxie|&#039;&#039;Moxie&#039;&#039;]], and regain a use of &#039;&#039;Utility Belt&#039;&#039; upon slaying a non-minion foe. The amount of &#039;&#039;Utility&#039;&#039; Belt you consume is equal to the level of the [[Gadgets|Gadget]].&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Smoke Bomb|&#039;&#039;&#039;Smoke Bomb&#039;&#039;&#039;]]: Instant use.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Deceitful Decoy|&#039;&#039;&#039;Deceitful Decoy&#039;&#039;&#039;]]: Double hitpoints.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Caltrops|&#039;&#039;&#039;Caltrops&#039;&#039;&#039;]]: Inflicts an additional amount of damage equal to your Sneak Attack dice on the first instance of damage to a target.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Tanglefoot Bag|&#039;&#039;&#039;Tanglefoot Bag&#039;&#039;&#039;]]: Affected targets become Flat-Footed.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Choking Powder|&#039;&#039;&#039;Choking Powder&#039;&#039;&#039;]]: Applies a Primed effect to affected targets, equal to your Sneak Attack dice.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets|&#039;&#039;&#039;Elemental Grenades&#039;&#039;&#039;]]: Inflicts additional damage equal to half a roll of your Sneak Attack dice.&lt;br /&gt;
&lt;br /&gt;
[[Gadgets#Ablative Plating|&#039;&#039;&#039;Ablative Plating&#039;&#039;&#039;]]: Adds half your Intelligence modifier to Threshold, and 5 Absorption per Rogue level.&lt;br /&gt;
&lt;br /&gt;
You also gain access to a new [[Gadgets|Gadget]], [[Gadgets#Satchel Charge|&#039;&#039;&#039;Satchel Charge&#039;&#039;&#039;]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Duct Tape&#039;&#039;&#039;&lt;br /&gt;
| You gain access to a special new [[Gadgets|Gadget]], &#039;&#039;Duct Tape&#039;&#039;. Using the &#039;&#039;Duct Tape&#039;&#039; upon two different [[Gadgets|Gadgets]] allows you to combine them into one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duct Tape&#039;&#039; is only useable if it is assigned to your &#039;&#039;Utility Belt&#039;&#039; menu. To use &#039;&#039;Duct Tape&#039;&#039;, use either of the two copied [[Gadgets|Gadget]] abilities from the &#039;&#039;Duct Tape&#039;&#039; - the other [[Gadgets|Gadget]] will be activated instantaneously after the first, at the target location of the first. If either [[Gadgets|Gadget]] on the &#039;&#039;Duct Tape&#039;&#039; is Self-Only, both [[Gadgets|Gadgets]] will automatically be retargeted upon yourself.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;Duct Tape&#039;&#039; requires &#039;&#039;Utility Belt&#039;&#039; uses, and consumes &#039;&#039;Utility Belt&#039;&#039; equal to the total cost of both attached [[Gadgets|Gadgets]] on use.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Resourcefulness&#039;&#039;&#039;&lt;br /&gt;
| For every 3 &#039;&#039;Utility Belt&#039;&#039; you consume, you regain 1 [[#Moxie|&#039;&#039;Moxie&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Equipment_and_Itemization&amp;diff=1567</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=1567"/>
		<updated>2026-01-28T06:09:31Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Weapons&#039;&#039;&#039; ==&lt;br /&gt;
In general:&lt;br /&gt;
*Weapon damage has been normalized across proficiency levels.&lt;br /&gt;
*Weapon size only factors into the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] and [[Feats#Single Weapon Fighting|Single Weapon Fighting]] feats.&lt;br /&gt;
*Weapons all possess 20/x2 critical range and multiplier.&lt;br /&gt;
*Weapon Proficiency: Exotic, Weapon Focus, and Weapon Specialization feats have been removed. See the &#039;Combat Style&#039; line of feats for their replacements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These changes were made to encourage weapon variety, rather than some weapons being flatly inferior to others. Combat Styles replace the individual weapon-specific feats, and work with all applicable weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Simple Melee&lt;br /&gt;
|-&lt;br /&gt;
!Name !!	Damage	!!Critical Range!!	Critical Multiplier	!!Damage Type	!!Size	!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Dagger||	1d6	||20||	x2||	Piercing||	Tiny||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Kama||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Mace||	1d6||	20||	x2||	Bludgeoning||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Sickle||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Club||	1d6||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Mace||	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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Simple Ranged&lt;br /&gt;
|-&lt;br /&gt;
!Name	!!Damage!!	Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Dagger||	1d6||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Sling||	1d6||	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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Martial Melee&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Damage!!	Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Kukri||	1d8||	20||	x2||	Slashing||	Tiny||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Handaxe||	1d8||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Shortsword||	1d8||	20||	x2||	Piercing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Light Hammer||	1d8	||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||	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;
|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||	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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Martial Ranged&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Damage	!!Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Shuriken||	1d8||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Axe||	1d8||	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;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Armor&#039;&#039;&#039; ==&lt;br /&gt;
In general:&lt;br /&gt;
&lt;br /&gt;
*Arcane spell failure from armor does not exist.&lt;br /&gt;
*The combination of Base Armor AC + Dexterity Modifier Bonus cannot exceed 10.&lt;br /&gt;
*Shields all grant +2 AC and weigh 6.0 lbs, regardless of type. The types exist for cosmetic categorisation only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Light Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Max Dex Modifier!!	Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|None||	0||	10||	0||	0%||	1.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Padded Armor||	1||	+9||	-1||	0%||	5.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor||	2||	+8||	-2||	0%||	5.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Studded Leather Armor||	3||	+7||	-3||	0%||	10.0 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Medium Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Max Dex Modifier!!	Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|Chain Shirt    ||	4||	+6||	-4||	0%||	15.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail Coat ||	5||	+5||	-5||	0%||	30.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate    ||	6||	+4||	-6||	0%||	40.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Heavy Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Max Dex Modifier!!	Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|Splintmail Coat||	7||	+3||	-7||	0%||	45.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Half Plate||	8||	+2||	-8||	0%||	50.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Full Plate||	9||	+1||	-9||	0%||	55.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Shields&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||	2||	0||	0%||	6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Large Shield||	2||	0||	0%||	6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Tower Shield||	2||	0||	0%||	6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Scar-touched Items&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The items and equipment coming out of Forging Seeds are generated with random positive and negative properties and can tailored to your character using crafting orbs and experience points. Each scar-touched item will have Power, Disruption, and Capacity listed at the top of the description.&lt;br /&gt;
&lt;br /&gt;
[[File:Item_Description_Example.png |thumb|An example scar-touched item.]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Power, Disruption and Capacity&#039;&#039;&#039; ===&lt;br /&gt;
Power defines the base Capacity the item has available to hold item properties, costs are noted in tables below. The Power value also influences an item&#039;s core bonus (such as Enhancement Bonus for weapons, and AC for armor). Power also affects the number of item slots as noted in the Slots section.&lt;br /&gt;
&lt;br /&gt;
When an item reaches 40 Power, the character receives a general +1 AB as a &#039;Capstone Bonus&#039; while that item is equipped, so long as its Core Bonus is different from any other capstoned items equipped (Therefore a maximum of +6, as there are six categories of Core Bonus - EB, Armor AC, Shield AC, Deflection AC, Natural AC, and Dodge AC).&lt;br /&gt;
&lt;br /&gt;
Disruption decreases the Capacity the item has to hold positive properties, therefore the total Capacity is [Power - Disruption]. Disruption also fills slots the item has with negative properties, as noted in the Slots section.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Slots&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
An item has a number of slots for properties. An item with no Power has one slot, and gains another slot for having any Power at all, plus one slot for every 10 Power - therefore seed-generated items have [2 + Power/10] slots.&lt;br /&gt;
&lt;br /&gt;
Disruption fills item slots with negative properties. Having any Disruption at all fills one slot, and every 10 Disruption fills another slot with a negative property. These properties are drawn at random from the Negative Properties table, with more powerful negatives available the higher the Disruption as noted on the table.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Core Bonuses&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Each item has a Core Bonus which is a function of the item&#039;s Power. For weapons this is Enhancement Bonus, or Attack Bonus if the weapon is incapable of having EB (such as bows). For all other items this is whatever the type of AC associated with that item type is.&lt;br /&gt;
&lt;br /&gt;
For every 10 Power an item possesses, it gains +1 to its Core Bonus, e.g. 10 Power is +1, and 40 Power is +4.&lt;br /&gt;
&lt;br /&gt;
Core Bonuses do not take up any slots on an item - they are independent and inherent to the item.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Orbs&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Orbs are crafted from scrap and ichor or found in loot containers. They are used to modify properties on scar-touched items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Scrap !! Ichor !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Infusion || 10|| 2 Red, 1 Green || Increase an item&#039;s Power by 1. Consumes an amount of XP equal to the cube of the item&#039;s current Power, e.g. an item with 30 Power requires 27000 XP to raise to 31. Cannot increase Power beyond 40. There is a 50% chance the item will gain a point of Disruption as well.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Stability || 10|| 2 Blue, 1 Green || Decrease an item&#039;s Disruption by 1. Consumes an amount of XP equal to the cube of [40 - Disruption], e.g. an item with 15 Disruption requires 15625 XP to reduce to 14. If this reduces the item&#039;s Disruption enough that a slot is no longer filled with a negative property, one of these is chosen at random - prioritising the highest Disruption bracket property the item has.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Abrogation || 10|| 3 Red || Remove a specific positive item property.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Potential || 10 || 1 Red, 1 Blue, 1 Green || Rolls a positive property within the available free Capacity on an item.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Transference || 10 || 1 Red, 2 Blue || Transfers properties and power between items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Selection Logic&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
When an item is generated, its negative properties are first placed, as according to its Disruption and the negative properties table.&lt;br /&gt;
&lt;br /&gt;
The Power Prerequisite of a property is the minimum at which that property can appear; a 20+ Power item may have properties with a 1+ Power minimum, but an item below 20 Power cannot have any defined as requiring 20+ base Power.&lt;br /&gt;
&lt;br /&gt;
When properties are selected, the highest rank of that property is purchased (providing it can be afforded) until half the item&#039;s Capacity is expended; beyond which the purchased rank is random. This is to provide &#039;tentpole&#039; bonuses to always make items feel valuable for their Tier, and prevent the system selecting a massive number of very weak bonuses inside a high Capacity item.&lt;br /&gt;
&lt;br /&gt;
Some properties may be selected multiple times, as noted in the property tables. Properties with subtypes (skills, specific saves, etc) may only select each subtype once (no repeats of bonuses to the same skills or saves, but multiple different skills and saves may be selected).&lt;br /&gt;
&lt;br /&gt;
If an item has a property, the opposite property will not be generated on an item - for example, an item with +1 Stability will not roll -1 Stability, and vice versa.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Charges&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Spells generated on items require a number of charges equal to their spell level to cast.&lt;br /&gt;
&lt;br /&gt;
The maximum charges on an item vary depending on the spells generated on the item; each spell gives an increase to maximum charges equivalent to its level multiplied by 3. This can be further increased if the item has rolled the &#039;Increased Charges&#039; property, which can only appear on items that already have spells. For example, an item which is generated with a level 3 spell has 9 charges; an item which is generated with both a level 3 spell and level 2 spell has 15 charges.&lt;br /&gt;
&lt;br /&gt;
Charges on items can be restored while in the rest/wellpower state, using the &#039;Recharge&#039; power attached to the item, at a cost of 1 ichor per charge. The colors of ichor used depend on the type(s) of spell(s) the item has generated - red for harmful, green for healing, blue for others. In the case of an item with multiple spells, the highest level spell determines the ichor type. If there are multiple spells of the highest spell level, the first spell according to alphabetical order is used.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unique Properties&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Some properties, such as Rune Damage and Oil Damage, only use the highest value of that property equipped across all items, and will not stack.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Tiers Table&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Tiers of items for generation in the loot table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Tier!!Level Range!!Power (Base)!!Power (Dice)!!Disruption (Base)!!Disruption (Dice)&lt;br /&gt;
|-&lt;br /&gt;
| Low    || 3-5  || 4  || 1d6 || 2 || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 6-8  || 8  || 2d6 || 5 || 2d4&lt;br /&gt;
|-&lt;br /&gt;
| High   || 9-10 || 12 || 3d6 || 8 || 3d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Therefore, the Capacity derived from the possible Power and Disruption scores is as follows (for reference only):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Range of Capacity&lt;br /&gt;
|-&lt;br /&gt;
|Low   ||3-7&lt;br /&gt;
|-&lt;br /&gt;
|Medium||4-13&lt;br /&gt;
|-&lt;br /&gt;
|High  ||10-19&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Property Tables&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Negative Properties Table&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Disruption Prerequisite!!Property (Negative)!!Repeatable?&lt;br /&gt;
|-&lt;br /&gt;
|1+||Increase Weight 5lbs||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Increase Weight 10lbs||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Increase Weight 15lbs||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Damage Vulnerability 5%||Yes&lt;br /&gt;
|-&lt;br /&gt;
|15+||Damage Vulnerability 10%||Yes&lt;br /&gt;
|-&lt;br /&gt;
|1+||-2 Random Skill (Any)||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||-4 Random Skill (Any)||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||-6 Random Skill (Any)||No&lt;br /&gt;
|-&lt;br /&gt;
|1+||-2 Specific Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|10+||-4 Specific Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|15+||-6 Specific Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|1+||-1 General Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|10+||-2 General Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|15+||-3 General Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Maneuvers -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Metamagic -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced HP (1/2 HD)||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Reduced HP (1 HD)||No&lt;br /&gt;
|-&lt;br /&gt;
|1+||Reduced Charges -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Charges -2||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Reduced Charges -3||No&lt;br /&gt;
|-&lt;br /&gt;
|1+||Reduced Stability -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Stability -2||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Reduced Stability -3||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Maneuver DC -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Spell DC -1||No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Positive Properties Master List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Tier!!Property (Positive)!!Power!!Repeatable?!!Item Slots&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Skill (See Table)||1||Yes||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Skill (See Table)||2||Yes||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Skill (See Table)||3||Yes||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Saves vs Specific (See Table)||1||Yes||Head, Chest, Boots, Gloves, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Saves vs Specific (See Table)||2||Yes||Head, Chest, Boots, Gloves, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Saves vs Specific (See Table)||3||Yes||Head, Chest, Boots, Gloves, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 AC vs Damage Type||2||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 AC vs Damage Type||4||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 AC vs Damage Type||6||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|1+||Light 5m||1||No||All&lt;br /&gt;
|-&lt;br /&gt;
|10+||Light 10m||2||No||All&lt;br /&gt;
|-&lt;br /&gt;
|20+||Light 15m||3||No||All&lt;br /&gt;
|-&lt;br /&gt;
|1+||Weight Reduction 80%||2||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||Weight Reduction 60%||4||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Weight Reduction 40%||6||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Weight Reduction 20%||8||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Cast Spell L1||6||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|10+||Cast Spell L2||12||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|20+||Cast Spell L3||18||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|1+||Bonus Spell Slot L1||6||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|10+||Bonus Spell Slot L2||12||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|20+||Bonus Spell Slot L3||18||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|10+||Bonus HP (1/2 HD)||4||No||Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Bonus HP (1 HD)||8||No||Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Extra Maneuvers +1||4||No||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||Extra Metamagic +1||4||No||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||Maneuver DC +1||4||No||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||Spell DC +1||4||No||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||Increased Charges +1||2||Yes||All (Except Ammunition)&lt;br /&gt;
|-&lt;br /&gt;
|10+||Increased Charges +2||4||Yes||All (Except Ammunition)&lt;br /&gt;
|-&lt;br /&gt;
|20+||Increased Charges +3||6||Yes||All (Except Ammunition)&lt;br /&gt;
|-&lt;br /&gt;
|1+||Rune Damage 1d8||3||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Rune Damage 1d10||6||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|20+||Rune Damage 1d12||9||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|1+||Oil Damage 1d6||2||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Oil Damage 1d8||4||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|20+||Oil Damage 1d10||6||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Damage Immunity 5% (See Table)||4||Yes||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Damage Immunity 10%(See Table)||8||Yes||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Massive Criticals 1d10||4||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Massive Criticals 2d10||10||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|1+||Extra Damage Type (Bludgeoning/Slashing/Piercing)||6||No||Melee Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||+1 General Saves (See Table)||5||No||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+2 General Saves (See Table)||10||No||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Ability (See Table)||6||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Ability (See Table)||11||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Ability (See Table)||16||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|30+||+4 Ability (See Table)||21||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Stability||2||No||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Stability||4||No||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Stability||6||No||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Sneak Attack 1d6||10||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Skills Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Skills&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Insight, Investigation, Perception&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Acrobatics, Athletics, Stealth, Survival&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Acrobatics, Athletics, Stealth&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||Trapping, Sleight of Hand, Locksmithing&lt;br /&gt;
|-&lt;br /&gt;
|Rings||Animal Handling, Arcana, Medicine&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||Investigation, Perception&lt;br /&gt;
|-&lt;br /&gt;
|Belt||Insight, Trapping, Locksmithing&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Stealth, Sleight of Hand, Survival&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Saves Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Specific Saves&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Mind Affecting, Sonic&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Positive, Negative&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Electricity&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||Acid&lt;br /&gt;
|-&lt;br /&gt;
|Rings||.&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||Fear, Divine&lt;br /&gt;
|-&lt;br /&gt;
|Belt||Poison, Disease&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Fire, Cold&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!General Saves&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Will&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Fortitude&lt;br /&gt;
|-&lt;br /&gt;
|Boots||.&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||.&lt;br /&gt;
|-&lt;br /&gt;
|Rings||.&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||.&lt;br /&gt;
|-&lt;br /&gt;
|Belt||.&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Reflex&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage Immunity Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Damage Immunity&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Sonic&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Acid, Electricity&lt;br /&gt;
|-&lt;br /&gt;
|Boots||.&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||.&lt;br /&gt;
|-&lt;br /&gt;
|Rings||.&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||.&lt;br /&gt;
|-&lt;br /&gt;
|Belt||.&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Fire, Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ability Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Abilities&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||.&lt;br /&gt;
|-&lt;br /&gt;
|Chest||.&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Dexterity, Constitution&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||Strength, Dexterity&lt;br /&gt;
|-&lt;br /&gt;
|Rings||Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||Intelligence, Wisdom, Charisma&lt;br /&gt;
|-&lt;br /&gt;
|Belt||Strength, Constitution&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Bard_V2&amp;diff=1566</id>
		<title>Bard V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Bard_V2&amp;diff=1566"/>
		<updated>2026-01-28T05:29:10Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Skald */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bards draw [[&amp;quot;Power&amp;quot;|Power]] from a mixture of the arcane and primal energies within the emotions of themselves and others. They possess 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|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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 [[General Mechanics Information#Metamagic|Metamagic]] Pool) and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 [[General Mechanics Information#Maneuvers|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 Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), Shields, Weapons (Simple, [[Rogue#Rogue Weapons|Rogue]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Reflex, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane/Primal Hybrid. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Bards learn two spells each level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 1)]], [[#Bardic Knowledge|Bardic Knowledge]], [[Feats#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Inspiration Aura|Inspiration +1]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 2)]], [[#Harmony|Harmony: Vilify]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Archetypes|Archetype Feature I]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +2]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 3)]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +3]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 4)]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +4]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 5)]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[#Archetypes|Archetype Feature III]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bard Core Mechanics ==&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;Inspiration Aura&#039;&#039;&#039; ===&lt;br /&gt;
The Bard&#039;s presence 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;
|&#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;
|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;Harmony&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Whether through song, dance, speech, or their simple presence, a Bard resonates with the social fabric wherever they go. [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] represents an abstraction of this, granting the Bard a resource pool with a maximum capacity equal to their Bard level plus Charisma modifier, which may be expended to power various effects. One point of [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] is restored for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
The Bard receives the [[#Vilify|&#039;&#039;Vilify&#039;&#039;]] ability at level 3, and may select an additional [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] feature that utilises this resource at levels 4, 6, 8, and 10.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Vilify&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Expending 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]], the Bard inflicts 15 + 10d2 Psychic damage against a target. This feature cannot be used again until 1 round has passed.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Echo&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
The Bard expends 2 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] to replicate the effects of any positive spells currently present upon them, to a target ally.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Sympathy&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
A burden shared is a burden halved. The Bard expends 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] to restore half of the target&#039;s missing hitpoints.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Epiphany&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
A target ally may be granted [[General_Mechanics_Information#Maneuvers|&#039;&#039;Maneuvers&#039;&#039;]] and [[General_Mechanics_Information#Metamagic|&#039;&#039;Metamagic&#039;&#039;]] equal to the Bard&#039;s Charisma modifier, at the cost of 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Peace&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Expending 3 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]], the Bard causes a single target ally to receive the effects of a [[General_Mechanics_Information#Stability|&#039;&#039;Short Rest&#039;&#039;]]. This ability may only be used on a target again once they have executed a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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#Color_Spray|Color Spray]]&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#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#Aid|Aid]]&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#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#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#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&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#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&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#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#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#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#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#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#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]]&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#Phantasmal_Killer|Phantasmal Killer]]&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;
[[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#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&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;
&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;Living Legends&#039;&#039;&#039;&lt;br /&gt;
| You may grant allies a variety of benefits, dependent on their role in your story. Granting a role consumes 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&lt;br /&gt;
Each role may only apply to one target at a time, with a maximum of 3 roles granted at once. There is no duration limit on these benefits, so long as a target remains within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]]. If a target leaves your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]] range, their role benefits will expire within 1 minute. The target may return to the aura to again remove this durational limit.&lt;br /&gt;
&lt;br /&gt;
The roles and their benefits are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mighty:&#039;&#039;&#039; +CHA Attack Damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Swift:&#039;&#039;&#039; +1 Attack per round&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Stalwart:&#039;&#039;&#039; +30% Multiplicative Damage Immunity (MultDI) to all damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Erudite:&#039;&#039;&#039; +25% Spell Damage, +1 Metamagic Recycle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Beneficent:&#039;&#039;&#039; +20% Healing, THP generation, DR Magnitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vengeful:&#039;&#039;&#039; Retaliation [Trigger: Attacks, Damage: 1d6 + CHA Sonic, Limit: N/A, Duration: N/A, Cooldown: 1s, per-Attacker], +25% Retaliation Damage&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Rapt Audience&#039;&#039;&#039;&lt;br /&gt;
| When using [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] features, you affect every applicable target within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]] range instead of a single target. If you have any &#039;&#039;Living Legends&#039;&#039; currently outside your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]], they too receive the [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] effects.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Legends Never Die&#039;&#039;&#039;&lt;br /&gt;
| Upon granting a &#039;&#039;Living Legend&#039;&#039; role, you also grant the target &#039;&#039;Plot Armour&#039;&#039;; a Damage Resistance effect with a Threshold equal to your Charisma modifier, and an Absorption Limit equal to half the target&#039;s maximum hitpoints. If the &#039;&#039;Living Legend&#039;&#039; should suffer damage that would result in their death, the damage is instead halted at 1 HP, the &#039;&#039;Living Legend&#039;&#039; is healed for hitpoints equal to the remaining Absorption in the &#039;&#039;Plot Armour&#039;&#039;, and they may not be reduced below 1 hitpoint for 1 round. If you grant &#039;&#039;Plot Armour&#039;&#039; to a target who is currently dead or dying, they are immediately revived before receiving the additional effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plot Armour&#039;&#039; may be reapplied to a &#039;&#039;Living Legend&#039;&#039; without &#039;&#039;Plot Armour&#039;&#039; via the Storyteller menu, at a cost of 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&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;Great Deeds&#039;&#039;&#039;&lt;br /&gt;
| When an ally scores a critical hit within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]], all allies within it gain the effects of [[Spells#Haste|&#039;&#039;Haste&#039;&#039;]] for 3 rounds as an Extraordinary effect. The duration of &#039;&#039;Great Deeds&#039;&#039; stacks if an ally should already be under its effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may also use this feat to consume 1 [[#Harmony|Harmony]] in order to activate &#039;&#039;Great Deeds&#039;&#039; as if you had scored a critical hit.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the [[Feats#Martial Weapon Proficiency|Martial Weapon Proficiency]] and [[Feats#Simple Weapon Mastery|Simple Weapon Mastery]] feats, if you do not already possess them.&lt;br /&gt;
|-&lt;br /&gt;
|7&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|&#039;&#039;Inspiration Aura&#039;&#039;]], half of their total damage is struck again as Sonic damage. You also grant all allies receiving your &#039;&#039;Great Deeds&#039;&#039; effect a Sonic damage bonus equal to twice your [[#Inspiration Aura|Inspiration Bonus]].&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|&#039;&#039;Inspiration Aura&#039;&#039;]], any Sonic damage that was a part of that attack is reapplied to the nearest enemy to you within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]]. 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;Magical Secrets&#039;&#039;&#039;&lt;br /&gt;
| Your archetype menu may be used to target a spell scroll to create a &#039;&#039;Scroll of Secrets&#039;&#039;, a charged magical item capable of casting the spell contained within the target scroll, with the following properties:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Charges equal to your combined mental ability modifiers upon resting. Spells consume 1 + 1 charge per spell level, max 5.&lt;br /&gt;
* Two slots, able to hold spells of up to 3rd level.&lt;br /&gt;
* When you expend a Bard spell slot, your &#039;&#039;Scroll of Secrets&#039;&#039; gains charges equal to the level of the spell, max 4. Similarly, you regain a spell slot equal to the spell&#039;s level whenever you cast from your &#039;&#039;Scroll of Secrets&#039;&#039;. This may exceed the normal maximum capacity for charges or spell slots.&lt;br /&gt;
* You may use your archetype menu to expend 3 [[#Harmony|Harmony]] in order to restore charges to your &#039;&#039;Scroll of Secrets&#039;&#039; equal to your combined mental modifiers.&lt;br /&gt;
* You may reassign your &#039;&#039;Scroll of Secrets&#039;&#039; spells whenever you Rest, before casting any spells from the &#039;&#039;Scroll of Secrets&#039;&#039;.&lt;br /&gt;
* Spells cast from the &#039;&#039;Scroll of Secrets&#039;&#039; do not degrade [[General Mechanics Information#Stability|Stability]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Expansive Knowledge&#039;&#039;&#039;&lt;br /&gt;
| You gain two more slots in your &#039;&#039;Scroll of Secrets&#039;&#039;. These slots are able to hold up to 4th level spells.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Deep Lore&#039;&#039;&#039;&lt;br /&gt;
| You gain one further slot in your &#039;&#039;Scroll of Secrets&#039;&#039;, able to hold spells up to 5th level. When using the &#039;&#039;Scroll of Secrets&#039;&#039; or an equipped item to cast a spell, the spell benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know at no cost.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Rogue&amp;diff=1565</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Rogue&amp;diff=1565"/>
		<updated>2026-01-28T05:20:54Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Rogue Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rogues draw [[&amp;quot;Power&amp;quot;|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are potent skirmishers who benefit from attacking flat-footed opponents and have the unique ability to utilize any scroll and a selection of rogue-only throwable objects - provided they have the stability to support it. Rogue [[#Archetypes|archetypes]] allow them to become an avoidance-based tank, a deadly mobile assassin, or unique trinket and explosion specialist. &lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with finesse weapons, using most [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Blind|Blind]], and maximizing AC from lighter armors. It also provides bonuses to your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your physical damage, carrying capacity and improves your Fortitude 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 [[General Mechanics Information#Maneuvers|Maneuver]] pool, certain [[#Archetypes|archetype]] abilities and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save and certain [[#Archetypes|archetype]] abilities.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), [[#Rogue Weapons|Weapons (Rogue)]]&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level (*4 at 1st level)&#039;&#039;&#039;: 10&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw&#039;&#039;&#039;: Reflex&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Sneak Attack|Sneak Attack 1d6]], [[#Maneuver: Blind|Maneuver: Blind]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Use Magic Device|Use Magic Device]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Sneak Attack|Sneak Attack 2d6]], [[#Evasion|Evasion]], [[#Self Concealment|Self Concealment I]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Sneak Attack|Sneak Attack 3d6]], [[#Uncanny Dodge II|Uncanny Dodge II]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Self Concealment|Self Concealment II]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Sneak Attack|Sneak Attack 4d6]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Sneak Attack|Sneak Attack 5d6]], [[#Self Concealment|Self Concealment III]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rogue Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; ===&lt;br /&gt;
Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character&#039;s blow delivers extra damage. This extra damage is +1d6 at first level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Blind&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue learns the [[Feats#Maneuver: Blind|Blind]] [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Use Magic Device&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue can use scrolls of any variety as well as some unique throwable items. These scrolls and items typically have normal [[General Mechanics Information#Stability|Stability]] costs associated with their use.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge&#039;&#039;&#039; ===&lt;br /&gt;
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Self Concealment&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue possesses a passive Concealment bonus, scaling with class level as detailed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Concealment&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|20%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rogue Bonus Feats&#039;&#039;&#039; ===&lt;br /&gt;
The Rogue gains access to a selection of class feats at levels 4, 6, 8, and 10. The following feats are available:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Feat !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Slippery Mind || Characters failing their will save versus mind-affecting spells get an automatic reroll.&lt;br /&gt;
|-&lt;br /&gt;
| Improved Evasion || Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Fight || This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to re-roll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.&lt;br /&gt;
|-&lt;br /&gt;
| Skill Mastery || When using the disable trap, open lock, and set trap skills, the character automatically takes 20 on any skill checks, even if in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Armor Proficiency (Heavy) || This feat grants the knowledge to make effective use of heavy armor.&lt;br /&gt;
|-&lt;br /&gt;
| Selective Gadget || Gadgets only damage hostile creatures.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gadgets include: caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag.&lt;br /&gt;
|-&lt;br /&gt;
| Dodgeroll || The character rapidly covers a short distance in a straight line, passing through other creatures. Uses up 1 use of Dash.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge II&#039;&#039;&#039; ===&lt;br /&gt;
The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed.&lt;br /&gt;
&lt;br /&gt;
This feat also grants a +1 bonus on reflex saving throws made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
== Rogue Weapons ==&lt;br /&gt;
This feat allows the character to use the club, dagger, handaxe, light crossbow, quarterstaff, mace, morningstar, shortbow, shortsword, sling, rapier, and throwing dagger.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Thrillseeker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Never tell me the odds.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Thrillseeking&#039;&#039;&#039;&lt;br /&gt;
|You gain a pool of &#039;&#039;Thrill&#039;&#039; points, with a maximum capacity of 3 + Wisdom modifier + Constitution modifier + Charisma modifier. In addition, you gain permanent 50% concealment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Activating this feat will expend &#039;&#039;Thrill&#039;&#039; at a rate of 1 per second, conferring a 100% Concealment effect while active. This feat may be deactivated again at any time, but upon deactivation cannot be used again until one round has passed.&lt;br /&gt;
&lt;br /&gt;
Upon avoiding an attack via Concealment while this feat is not active, you regain a point of &#039;&#039;Thrill&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
| While &#039;&#039;Thrillseeking&#039;&#039; is active, any creature that attacks you in melee range receives your Sneak Attack damage dice in return. This damage inherits the type and power of your main hand weapon. Also, while active, the Thrillseeker gains Constitution Modifier temp HP per second, each stack lasting 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Hedged Bets&#039;&#039;&#039;&lt;br /&gt;
| You gain bonus Concealment to that granted by Self-Concealment each time your Concealment fails to misdirect an attack. This increases at a rate of +25% per hit taken. This bonus is reset when your Concealment successfully prevents an attack.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Silhouette&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Darkness is a matter of perspective.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Shadow Step&#039;&#039;&#039;&lt;br /&gt;
| You gain a pool of &#039;&#039;Shadow&#039;&#039;, with a maximum capacity equal to half your Rogue level (rounded up), plus Wisdom modifier. You may use the &#039;&#039;Shadow Step&#039;&#039; feat to expend 1 &#039;&#039;Shadow&#039;&#039; to blink out of sight, disengaging from your attack schedule and entering stealth. Any attacks you make within one round of exiting stealth have their Sneak Attack damage dice applied a second time. You regain a point of &#039;&#039;Shadow&#039;&#039; whenever a non-minion enemy is slain, and all &#039;&#039;Shadow&#039;&#039; when resting. You cannot &#039;&#039;Shadow Step&#039;&#039; after exiting stealth mode until one round has passed.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Shadow Jump&#039;&#039;&#039;&lt;br /&gt;
| While in stealth mode, &#039;&#039;Shadow Step&#039;&#039; evolves into &#039;&#039;Shadow Jump&#039;&#039;. This ability expends 1 &#039;&#039;Shadow&#039;&#039; to &#039;&#039;Shadow Jump&#039;&#039; near instantly to a point within 10m of you to which you have an unobstructed line of sight. If a creature is targeted, you jump to a point directly behind them if that space is unoccupied. If the target is an enemy, you immediately begin an attack, and gain an extra attack for three rounds. While this technique is not true teleportation, the casual observer may be unable to discern the difference.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Shadow Illusion&#039;&#039;&#039;&lt;br /&gt;
| If you target yourself with &#039;&#039;Shadow Jump&#039;&#039; while in stealth mode, you may expend 1 &#039;&#039;Shadow&#039;&#039; to place a 4m radius cloud of illusory shadow around your current location for 3 rounds. Enemies who enter or remain in the &#039;&#039;Shadow Illusion&#039;&#039; must succeed a Will save (DC 20 + Wis) vs Mind-Affecting or suffer Daze for 1 round. In addition, enemies who enter or remain in the &#039;&#039;Shadow Illusion&#039;&#039; suffer 2d6 Magical damage per round.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gadgeteer&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Good thing I brought my shark repellent.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Utility Belt&#039;&#039;&#039;&lt;br /&gt;
|Using this feature (can be toggled) causes the next applicable gadget (as listed below) to be refunded upon use, and gain extra effects depending on its type. This feature has a maximum capacity equal to your Rogue level plus Intelligence modifier, is refilled on rest, and regains a use when a non-Minion opponent is slain.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Smoke Bomb&#039;&#039;&#039;: Instant use, Blind opponents for one round within 4m (Reflex, DC: 10 + Rogue Level + Intelligence Modifier). &amp;lt;br&amp;gt;&#039;&#039;&#039;Deceitful Decoy&#039;&#039;&#039;: Double hitpoints, deals your sneak attack dice in electrical damage to nearest enemy once per round. &amp;lt;br&amp;gt;&#039;&#039;&#039;Caltrops&#039;&#039;&#039;: The physical damage dealt is maximized, plus an additional 1d4 fire damage. &amp;lt;br&amp;gt;&#039;&#039;&#039;Tanglefoot bag&#039;&#039;&#039;: Also affects creatures in a 4m radius around target. &amp;lt;br&amp;gt;&#039;&#039;&#039;Choking Powder&#039;&#039;&#039;: Deals 1d8 in acid damage to affected creatures. &amp;lt;br&amp;gt;&#039;&#039;&#039;Grenades&#039;&#039;&#039;: Much larger radius. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Satchel Charge&#039;&#039;&#039;&lt;br /&gt;
| Grants a &#039;&#039;Satchel Charge&#039;&#039; feat toggle that arms a &#039;&#039;Satchel Charge&#039;&#039; per gadget, an explosive device placed at the position of the next gadget used. If you activate your &#039;&#039;Explode Satchel&#039;&#039; feat, all currently placed &#039;&#039;Satchel Charges&#039;&#039;&#039; will be detonated. Each does an amount of damage to creatures within 4m equal to your Sneak Attack dice, with half of this being typed as physical and the other half as fire. This damage may be halved with a successful Reflex save (DC: 10 + Rogue Level + Intelligence Modifier). Detonation of the charges does not cost a use of &#039;&#039;Utility Belt&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;High Explosives&#039;&#039;&#039;&lt;br /&gt;
| When your &#039;&#039;Satchel Charges&#039;&#039; detonate, any opponent hit suffers Knockdown for one round (Fortitude, DC: 20 + Intelligence Modifier; Half Duration). Any subsequent &#039;&#039;Satchel Charge&#039;&#039; explosions a creature receives within one round after the first causes this save to have an increased +4 DC, while the damage dice are maximized. Evasion also does not protect the recipient from any explosions beyond the first.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Equipment_and_Itemization&amp;diff=1564</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=1564"/>
		<updated>2026-01-28T05:13:15Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Weapons&#039;&#039;&#039; ==&lt;br /&gt;
In general:&lt;br /&gt;
*Weapon damage has been normalized across proficiency levels.&lt;br /&gt;
*Weapon size only factors into the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] and [[Feats#Single Weapon Fighting|Single Weapon Fighting]] feats.&lt;br /&gt;
*Weapons all possess 20/x2 critical range and multiplier.&lt;br /&gt;
*Weapon Proficiency: Exotic, Weapon Focus, and Weapon Specialization feats have been removed. See the &#039;Combat Style&#039; line of feats for their replacements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These changes were made to encourage weapon variety, rather than some weapons being flatly inferior to others. Combat Styles replace the individual weapon-specific feats, and work with all applicable weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Simple Melee&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;
|Heavy Mace||	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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Simple Ranged&lt;br /&gt;
|-&lt;br /&gt;
!Name	!!Damage!!	Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Dagger||	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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Martial Melee&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||	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;
|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||	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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Martial Ranged&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;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Armor&#039;&#039;&#039; ==&lt;br /&gt;
In general:&lt;br /&gt;
&lt;br /&gt;
*Arcane spell failure from armor does not exist.&lt;br /&gt;
*The combination of Base Armor AC + Dexterity Modifier Bonus cannot exceed 10.&lt;br /&gt;
*Shields all grant +2 AC and weigh 6.0 lbs, regardless of type. The types exist for cosmetic categorisation only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Light Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Max Dex Modifier!!	Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|None||	0||	10||	0||	0%||	1.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Padded Armor||	1||	+9||	-1||	0%||	5.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor||	2||	+8||	-2||	0%||	5.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Studded Leather Armor||	3||	+7||	-3||	0%||	10.0 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Medium Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Max Dex Modifier!!	Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|Chain Shirt    ||	4||	+6||	-4||	0%||	15.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail Coat ||	5||	+5||	-5||	0%||	30.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate    ||	6||	+4||	-6||	0%||	40.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Heavy Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Max Dex Modifier!!	Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|Splintmail Coat||	7||	+3||	-7||	0%||	45.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Half Plate||	8||	+2||	-8||	0%||	50.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Full Plate||	9||	+1||	-9||	0%||	55.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Shields&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Base AC	!!Armor Check Penalty!!	Arcane Spell Failure!!	Weight&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||	2||	0||	0%||	6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Large Shield||	2||	0||	0%||	6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Tower Shield||	2||	0||	0%||	6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Scar-touched Items&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The items and equipment coming out of Forging Seeds are generated with random positive and negative properties and can tailored to your character using crafting orbs and experience points. Each scar-touched item will have Power, Disruption, and Capacity listed at the top of the description.&lt;br /&gt;
&lt;br /&gt;
[[File:Item_Description_Example.png |thumb|An example scar-touched item.]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Power, Disruption and Capacity&#039;&#039;&#039; ===&lt;br /&gt;
Power defines the base Capacity the item has available to hold item properties, costs are noted in tables below. The Power value also influences an item&#039;s core bonus (such as Enhancement Bonus for weapons, and AC for armor). Power also affects the number of item slots as noted in the Slots section.&lt;br /&gt;
&lt;br /&gt;
When an item reaches 40 Power, the character receives a general +1 AB as a &#039;Capstone Bonus&#039; while that item is equipped, so long as its Core Bonus is different from any other capstoned items equipped (Therefore a maximum of +6, as there are six categories of Core Bonus - EB, Armor AC, Shield AC, Deflection AC, Natural AC, and Dodge AC).&lt;br /&gt;
&lt;br /&gt;
Disruption decreases the Capacity the item has to hold positive properties, therefore the total Capacity is [Power - Disruption]. Disruption also fills slots the item has with negative properties, as noted in the Slots section.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Slots&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
An item has a number of slots for properties. An item with no Power has one slot, and gains another slot for having any Power at all, plus one slot for every 10 Power - therefore seed-generated items have [2 + Power/10] slots.&lt;br /&gt;
&lt;br /&gt;
Disruption fills item slots with negative properties. Having any Disruption at all fills one slot, and every 10 Disruption fills another slot with a negative property. These properties are drawn at random from the Negative Properties table, with more powerful negatives available the higher the Disruption as noted on the table.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Core Bonuses&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Each item has a Core Bonus which is a function of the item&#039;s Power. For weapons this is Enhancement Bonus, or Attack Bonus if the weapon is incapable of having EB (such as bows). For all other items this is whatever the type of AC associated with that item type is.&lt;br /&gt;
&lt;br /&gt;
For every 10 Power an item possesses, it gains +1 to its Core Bonus, e.g. 10 Power is +1, and 40 Power is +4.&lt;br /&gt;
&lt;br /&gt;
Core Bonuses do not take up any slots on an item - they are independent and inherent to the item.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Orbs&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Orbs are crafted from scrap and ichor or found in loot containers. They are used to modify properties on scar-touched items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Scrap !! Ichor !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Infusion || 10|| 2 Red, 1 Green || Increase an item&#039;s Power by 1. Consumes an amount of XP equal to the cube of the item&#039;s current Power, e.g. an item with 30 Power requires 27000 XP to raise to 31. Cannot increase Power beyond 40. There is a 50% chance the item will gain a point of Disruption as well.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Stability || 10|| 2 Blue, 1 Green || Decrease an item&#039;s Disruption by 1. Consumes an amount of XP equal to the cube of [40 - Disruption], e.g. an item with 15 Disruption requires 15625 XP to reduce to 14. If this reduces the item&#039;s Disruption enough that a slot is no longer filled with a negative property, one of these is chosen at random - prioritising the highest Disruption bracket property the item has.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Abrogation || 10|| 3 Red || Remove a specific positive item property.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Potential || 10 || 1 Red, 1 Blue, 1 Green || Rolls a positive property within the available free Capacity on an item.&lt;br /&gt;
|-&lt;br /&gt;
| Orb of Transference || 10 || 1 Red, 2 Blue || Transfers properties and power between items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Selection Logic&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
When an item is generated, its negative properties are first placed, as according to its Disruption and the negative properties table.&lt;br /&gt;
&lt;br /&gt;
The Power Prerequisite of a property is the minimum at which that property can appear; a 20+ Power item may have properties with a 1+ Power minimum, but an item below 20 Power cannot have any defined as requiring 20+ base Power.&lt;br /&gt;
&lt;br /&gt;
When properties are selected, the highest rank of that property is purchased (providing it can be afforded) until half the item&#039;s Capacity is expended; beyond which the purchased rank is random. This is to provide &#039;tentpole&#039; bonuses to always make items feel valuable for their Tier, and prevent the system selecting a massive number of very weak bonuses inside a high Capacity item.&lt;br /&gt;
&lt;br /&gt;
Some properties may be selected multiple times, as noted in the property tables. Properties with subtypes (skills, specific saves, etc) may only select each subtype once (no repeats of bonuses to the same skills or saves, but multiple different skills and saves may be selected).&lt;br /&gt;
&lt;br /&gt;
If an item has a property, the opposite property will not be generated on an item - for example, an item with +1 Stability will not roll -1 Stability, and vice versa.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Charges&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Spells generated on items require a number of charges equal to their spell level to cast.&lt;br /&gt;
&lt;br /&gt;
The maximum charges on an item vary depending on the spells generated on the item; each spell gives an increase to maximum charges equivalent to its level multiplied by 3. This can be further increased if the item has rolled the &#039;Increased Charges&#039; property, which can only appear on items that already have spells. For example, an item which is generated with a level 3 spell has 9 charges; an item which is generated with both a level 3 spell and level 2 spell has 15 charges.&lt;br /&gt;
&lt;br /&gt;
Charges on items can be restored while in the rest/wellpower state, using the &#039;Recharge&#039; power attached to the item, at a cost of 1 ichor per charge. The colors of ichor used depend on the type(s) of spell(s) the item has generated - red for harmful, green for healing, blue for others. In the case of an item with multiple spells, the highest level spell determines the ichor type. If there are multiple spells of the highest spell level, the first spell according to alphabetical order is used.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unique Properties&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Some properties, such as Rune Damage and Oil Damage, only use the highest value of that property equipped across all items, and will not stack.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Tiers Table&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Tiers of items for generation in the loot table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Tier!!Level Range!!Power (Base)!!Power (Dice)!!Disruption (Base)!!Disruption (Dice)&lt;br /&gt;
|-&lt;br /&gt;
| Low    || 3-5  || 4  || 1d6 || 2 || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 6-8  || 8  || 2d6 || 5 || 2d4&lt;br /&gt;
|-&lt;br /&gt;
| High   || 9-10 || 12 || 3d6 || 8 || 3d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Therefore, the Capacity derived from the possible Power and Disruption scores is as follows (for reference only):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Range of Capacity&lt;br /&gt;
|-&lt;br /&gt;
|Low   ||3-7&lt;br /&gt;
|-&lt;br /&gt;
|Medium||4-13&lt;br /&gt;
|-&lt;br /&gt;
|High  ||10-19&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Property Tables&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Negative Properties Table&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Disruption Prerequisite!!Property (Negative)!!Repeatable?&lt;br /&gt;
|-&lt;br /&gt;
|1+||Increase Weight 5lbs||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Increase Weight 10lbs||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Increase Weight 15lbs||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Damage Vulnerability 5%||Yes&lt;br /&gt;
|-&lt;br /&gt;
|15+||Damage Vulnerability 10%||Yes&lt;br /&gt;
|-&lt;br /&gt;
|1+||-2 Random Skill (Any)||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||-4 Random Skill (Any)||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||-6 Random Skill (Any)||No&lt;br /&gt;
|-&lt;br /&gt;
|1+||-2 Specific Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|10+||-4 Specific Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|15+||-6 Specific Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|1+||-1 General Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|10+||-2 General Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|15+||-3 General Save||Yes&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Maneuvers -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Metamagic -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced HP (1/2 HD)||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Reduced HP (1 HD)||No&lt;br /&gt;
|-&lt;br /&gt;
|1+||Reduced Charges -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Charges -2||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Reduced Charges -3||No&lt;br /&gt;
|-&lt;br /&gt;
|1+||Reduced Stability -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Reduced Stability -2||No&lt;br /&gt;
|-&lt;br /&gt;
|15+||Reduced Stability -3||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Maneuver DC -1||No&lt;br /&gt;
|-&lt;br /&gt;
|10+||Spell DC -1||No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Positive Properties Master List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Tier!!Property (Positive)!!Power!!Repeatable?!!Item Slots&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Skill (See Table)||1||Yes||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Skill (See Table)||2||Yes||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Skill (See Table)||3||Yes||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Saves vs Specific (See Table)||1||Yes||Head, Chest, Boots, Gloves, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Saves vs Specific (See Table)||2||Yes||Head, Chest, Boots, Gloves, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Saves vs Specific (See Table)||3||Yes||Head, Chest, Boots, Gloves, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 AC vs Damage Type||2||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 AC vs Damage Type||4||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 AC vs Damage Type||6||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|1+||Light 5m||1||No||All&lt;br /&gt;
|-&lt;br /&gt;
|10+||Light 10m||2||No||All&lt;br /&gt;
|-&lt;br /&gt;
|20+||Light 15m||3||No||All&lt;br /&gt;
|-&lt;br /&gt;
|1+||Weight Reduction 80%||2||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||Weight Reduction 60%||4||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Weight Reduction 40%||6||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Weight Reduction 20%||8||No||Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Cast Spell L1||6||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|10+||Cast Spell L2||12||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|20+||Cast Spell L3||18||Yes||All&lt;br /&gt;
|-&lt;br /&gt;
|1+||Bonus Spell Slot L1||6||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|10+||Bonus Spell Slot L2||12||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|20+||Bonus Spell Slot L3||18||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|10+||Bonus HP (1/2 HD)||4||No||Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Bonus HP (1 HD)||8||No||Head, Chest, Boots, Gloves, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Extra Maneuvers +1||4||No||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||Extra Metamagic +1||4||No||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||Maneuver DC +1||4||No||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||Spell DC +1||4||No||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||Increased Charges +1||2||Yes||All (Except Ammunition)&lt;br /&gt;
|-&lt;br /&gt;
|10+||Increased Charges +2||4||Yes||All (Except Ammunition)&lt;br /&gt;
|-&lt;br /&gt;
|20+||Increased Charges +3||6||Yes||All (Except Ammunition)&lt;br /&gt;
|-&lt;br /&gt;
|1+||Rune Damage 1d8||3||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Rune Damage 1d10||6||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|20+||Rune Damage 1d12||9||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|1+||Oil Damage 1d6||2||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Oil Damage 1d8||4||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|20+||Oil Damage 1d10||6||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Damage Immunity 5% (See Table)||4||Yes||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||Damage Immunity 10%(See Table)||8||Yes||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Massive Criticals 1d10||4||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||Massive Criticals 2d10||10||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
|1+||Extra Damage Type (Bludgeoning/Slashing/Piercing)||6||No||Melee Weapon&lt;br /&gt;
|-&lt;br /&gt;
|10+||+1 General Saves (See Table)||5||No||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+2 General Saves (See Table)||10||No||Head, Chest, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Ability (See Table)||6||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Ability (See Table)||11||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Ability (See Table)||16||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|30+||+4 Ability (See Table)||21||Yes||Boots, Gloves, Rings, Amulet, Belt&lt;br /&gt;
|-&lt;br /&gt;
|1+||+1 Stability||2||No||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|10+||+2 Stability||4||No||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|20+||+3 Stability||6||No||Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak&lt;br /&gt;
|-&lt;br /&gt;
|1+||Sneak Attack 1d6||10||No||Gloves, Melee Weapon, Ranged Weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Skills Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Skills&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Insight, Investigation, Perception&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Acrobatics, Athletics, Stealth, Survival&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Acrobatics, Athletics, Stealth&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||Trapping, Sleight of Hand, Locksmithing&lt;br /&gt;
|-&lt;br /&gt;
|Rings||Animal Handling, Arcana, Medicine&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||Investigation, Perception&lt;br /&gt;
|-&lt;br /&gt;
|Belt||Insight, Trapping, Locksmithing&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Stealth, Sleight of Hand, Survival&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Saves Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Specific Saves&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Mind Affecting, Sonic&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Positive, Negative&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Electricity&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||Acid&lt;br /&gt;
|-&lt;br /&gt;
|Rings||.&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||Fear, Divine&lt;br /&gt;
|-&lt;br /&gt;
|Belt||Poison, Disease&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Fire, Cold&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!General Saves&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Will&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Fortitude&lt;br /&gt;
|-&lt;br /&gt;
|Boots||.&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||.&lt;br /&gt;
|-&lt;br /&gt;
|Rings||.&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||.&lt;br /&gt;
|-&lt;br /&gt;
|Belt||.&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Reflex&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage Immunity Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Damage Immunity&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||Sonic&lt;br /&gt;
|-&lt;br /&gt;
|Chest||Acid, Electricity&lt;br /&gt;
|-&lt;br /&gt;
|Boots||.&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||.&lt;br /&gt;
|-&lt;br /&gt;
|Rings||.&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||.&lt;br /&gt;
|-&lt;br /&gt;
|Belt||.&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||Fire, Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ability Reference&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Slot!!Abilities&lt;br /&gt;
|-&lt;br /&gt;
|Main Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Off Hand||.&lt;br /&gt;
|-&lt;br /&gt;
|Head||.&lt;br /&gt;
|-&lt;br /&gt;
|Chest||.&lt;br /&gt;
|-&lt;br /&gt;
|Boots||Dexterity, Constitution&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||Strength, Dexterity&lt;br /&gt;
|-&lt;br /&gt;
|Rings||Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma&lt;br /&gt;
|-&lt;br /&gt;
|Amulet||Intelligence, Wisdom, Charisma&lt;br /&gt;
|-&lt;br /&gt;
|Belt||Strength, Constitution&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1563</id>
		<title>Wizard V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Wizard_V2&amp;diff=1563"/>
		<updated>2026-01-28T04:20:44Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Eldritch Knight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wizards draw [[&amp;quot;Power&amp;quot;|Power]] through a dedicated study of known flows of [[&amp;quot;Power&amp;quot;|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 [[#Revision|&#039;&#039;Revision&#039;&#039;]] or [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]] features. Their poor base defenses are augmented by [[#Contingency|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, [[General Mechanics Information#Metamagic|Metamagic]] and [[General Mechanics Information#Maneuvers|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 [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons ([[#Wizard Weapons|Wizard]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Intelligence (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Revision|Revision]], [[#Scribe Scroll|Scribe Scroll]], [[#Summon Familiar|Summon Familiar]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Contingency|Contingency I]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Contingency|Contingency II]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]], [[#Wizard Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Contingency|Contingency III]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Contingency|Contingency IV]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Wizard Bonus Feats|Bonus Feat]], [[#Contingency|Contingency V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wizard Core Mechanics ==&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 consume an amount of Arcane Focus equal to the spell&#039;s level, in exchange for not expending that slot. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of &#039;&#039;Arcane Focus&#039;&#039; equal to the spell&#039;s level. This pool has a capacity equal to 5 + the Wizard&#039;s class level + their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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 that they know, they regain Arcane Focus equal to the spell&#039;s level. If they also have that spell memorized but expended, that spell memorization is refreshed. If the spell is memorized but not expended, they regain twice the Arcane Focus. 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;Scribe Scroll&#039;&#039;&#039; ===&lt;br /&gt;
Wizards learn the [[Feats#Scribe Scroll|Scribe Scroll]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Summon Familiar&#039;&#039;&#039; ===&lt;br /&gt;
A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster.&lt;br /&gt;
&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 the caster is damaged to the &#039;&#039;Bloodied&#039;&#039; state, the damage is halted at that health state (for example, no damage is taken beyond 50% of total health if receiving damage that takes the Wizard to &#039;&#039;Bloodied&#039;&#039;), and the Wizard automatically gains invisibility and damage resistance effects for 1 minute. The Wizard is also immune to damage for 1s following this activation. This feature may be restored with the expenditure of 5 &#039;&#039;Arcane Focus&#039;&#039;, by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Contingency Effects&lt;br /&gt;
|-&lt;br /&gt;
|2||Invisibility, 6 DR (All Damage: Absorption 80)&lt;br /&gt;
|-&lt;br /&gt;
|4||Invisibility, 12 DR (All Damage: Absorption 100)&lt;br /&gt;
|-&lt;br /&gt;
|6||Invisibility, 18 DR (All Damage: Absorption 120)&lt;br /&gt;
|-&lt;br /&gt;
|8||Invisibility, 24 DR (All Damage: Absorption 140)&lt;br /&gt;
|-&lt;br /&gt;
|10||Invisibility, 30 DR (All Damage: Absorption 160)&lt;br /&gt;
|-&lt;br /&gt;
|}&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 [[General Mechanics Information#Metamagic|Metamagic]] feats.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wizard Weapons&#039;&#039;&#039; ==&lt;br /&gt;
The Wizard may use the club, dagger, light crossbow, and quarterstaff.&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#Daze|Daze]]&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;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&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 Energy]]&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]]&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#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&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#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#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#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 Energy]]&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]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Rebuke|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&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|Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|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#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;
&lt;br /&gt;
=== &#039;&#039;&#039;Evoker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Defenses are only as good as their weakest point.&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;Conjunction&#039;&#039;&#039;&lt;br /&gt;
| You gain a &#039;&#039;Conjunction&#039;&#039; grid, which you may view in your archetype menu (archetype menus may be opened by using your base archetype feat, or the /atmenu command):&lt;br /&gt;
* This grid has 3 rows, and a number of columns equal to your highest spell level.&lt;br /&gt;
* Upon casting a spell with [[#Arcane Focus|&#039;&#039;Arcane Focus&#039;&#039;]], this grid gains a charge in the highest unfilled cell corresponding to the level of the spell.&lt;br /&gt;
* When a row of this grid is filled, that row is cleared and you gain points of &#039;&#039;Conjunction&#039;&#039; equal to 1 + the combined total of all your spell levels, minus your highest (e.g. a wizard who knows level 5 spells would gain 1+4+3+2+1 = 11 points). Any remaining filled cells in the grid rise to fill empty space.&lt;br /&gt;
* When consuming Evocation spell slots, an amount of Conjunction equal to the spell&#039;s level is expended to refund the slot, and you gain Arcane Focus equal to the spell level.&lt;br /&gt;
* &#039;&#039;Conjunction&#039;&#039; may also be consumed to recover Evocation spell slots, at a cost of 1 per level.&lt;br /&gt;
* You may possess a maximum amount of &#039;&#039;Conjunction&#039;&#039; equal to thrice the value of &#039;&#039;Conjunction&#039;&#039; you receive for completing a row.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Syzygy&#039;&#039;&#039;&lt;br /&gt;
| A &#039;&#039;Syzygy&#039;&#039; counter is added to your archetype menu. When consuming &#039;&#039;Conjunction&#039;&#039; points, your &#039;&#039;Syzygy&#039;&#039; counter is increased by the points consumed. Upon reaching or exceeding 10 in this counter, you gain a charge of &#039;&#039;Astroclasm&#039;&#039;. The counter is then reset to zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain a new ability, &#039;&#039;Astroclasm&#039;&#039;. This ability possesses a maximum capacity of 1 charge. &#039;&#039;Astroclasm&#039;&#039; allows you to nominate a point within 40m, firing an arcing bolt of force toward that location. This bolt explodes on impact, dealing 5 + 5d4 Force damage, plus an additional 1 + 1d4 per point of your Intelligence modifier (Save: Reflex; DC: Spell (L5); Half) in a 10m radius. Creatures must also succeed a Fortitude save or be knocked down for one round. This feature benefits from applicable [[General Mechanics Information#Metamagic|Metamagic]] that you know, at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Binary System&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Astroclasm&#039;&#039; capacity increases to 2. You now gain &#039;&#039;Syzygy&#039;&#039; when filling slots in your &#039;&#039;Conjunction&#039;&#039; grid, equal to the spell level.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Conjurer&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I am not without allies.&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;Reinforcements&#039;&#039;&#039;&lt;br /&gt;
| You gain a new resource pool, &#039;&#039;Reinforcements&#039;&#039;, with a maximum capacity equal to 3 + your Intelligence modifier + the combined spell levels of non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures you have present. When you cast a Conjuration spell, you gain &#039;&#039;Reinforcements&#039;&#039; equal to the spell&#039;s level. Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creatures emerge from this rift at a rate of 1 per second, consuming 1 point of &#039;&#039;Reinforcements&#039;&#039; apiece, with a summon duration of 3 rounds. If your &#039;&#039;Reinforcements&#039;&#039; pool reaches 0, the rift closes. You may also close the rift by targeting yourself with this feature.&lt;br /&gt;
The rift may also be obstructed by creatures occupying its space, provided they do not possess a collision-bypassing effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, you may summon additional creatures beyond your summoning capacity by casting the [[Spells#Summon Creature I|&#039;&#039;Summon Creature&#039;&#039;]] spell whilst at your maximum capacity. These over-capacity &#039;&#039;Reinforcements&#039;&#039; have a duration of 3 rounds, and do not return resources upon expiry.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Shock Troops&#039;&#039;&#039;&lt;br /&gt;
| Upon perishing, your &#039;&#039;Reinforcements&#039;&#039; explode following a delay of 3 seconds, causing the &#039;&#039;Reinforcement&#039;s&#039;&#039; highest hit die in Force damage to creatures within 4m. Should their duration expire, they also explode without delay. This feature benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Vanguarded&#039;&#039;&#039;&lt;br /&gt;
| Your non-&#039;&#039;Reinforcements&#039;&#039; summoned creatures now each possess a duplicate of your &#039;&#039;Contingency&#039;&#039; feature; however, their &#039;&#039;Contingency&#039;&#039; feature does not confer invisibility, nor may it be restored.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Eldritch Knight&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Warded by rune and iron.&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;Eldritch Effect&#039;&#039;&#039;&lt;br /&gt;
| You gain two new resource gauges, &#039;&#039;Arcane Flux&#039;&#039; and &#039;&#039;Eldritch Induction&#039;&#039;. These appear on your archetype menu, accessible by the use of your archetype feat or the /atmenu chat command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* When casting a Wizard spell you gain &#039;&#039;Arcane Flux&#039;&#039;, at a rate of 6% per spell level for harmful spells, and 4% per spell level for others.&lt;br /&gt;
* You receive a 30% multiplicative damage immunity to all damage whilst you possess any &#039;&#039;Arcane Flux&#039;&#039;.&lt;br /&gt;
* Once per round, when making an attack, you convert &#039;&#039;Arcane Flux&#039;&#039; to &#039;&#039;Eldritch Induction&#039;&#039; at a rate dependent on the current score on the &#039;&#039;Arcane Flux&#039;&#039; meter, as indicated in the table below.&lt;br /&gt;
* You may use your archetype menu to consume 15% &#039;&#039;Eldritch Induction&#039;&#039; to restore 1 &#039;&#039;Arcane Focus&#039;&#039;.&lt;br /&gt;
* Your attacks have their damage increased by your &#039;&#039;Eldritch Induction&#039;&#039; percentage.&lt;br /&gt;
* Finally, you gain the &#039;&#039;Martial Weapon Proficiency&#039;&#039;, &#039;&#039;Simple Weapon Proficiency&#039;&#039;, &#039;&#039;Simple Weapon Mastery&#039;&#039;, &#039;&#039;Armor Proficiency (Light)&#039;&#039;, &#039;&#039;Armor Proficiency (Medium)&#039;&#039;, and &#039;&#039;Armor Proficiency (Heavy)&#039;&#039; feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Flux Gauge: Flux converted per attack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
0-9%: 2%&lt;br /&gt;
&lt;br /&gt;
10-39%: 4%&lt;br /&gt;
	&lt;br /&gt;
40-69%: 6%&lt;br /&gt;
&lt;br /&gt;
70-100%: 12%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force Feedback&#039;&#039;&#039;&lt;br /&gt;
| Provided you have cast a harmful spell within the past minute (trackable via your archetype menu), making an attack that converts &#039;&#039;Arcane Flux&#039;&#039; into &#039;&#039;Eldritch Induction&#039;&#039; causes the target to take Force damage equal to your Intelligence modifier (whether you hit or miss).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You thereafter also gain a Retaliation effect [Trigger: Attacks, Damage: Special (Type: Force), Limit: [Constitution Modifier] attacks, Duration: 3 rounds, Cooldown: 1s, per-Attacker]. The damage of this Retaliation effect is half your Intelligence modifier (rounded up), plus a die with a number of faces equal to your Intelligence modifier (if your modifier is odd, instead use the modifer minus 1). Further &#039;&#039;Force Feedback&#039;&#039; attacks refresh this effect.&lt;br /&gt;
&lt;br /&gt;
The effects of this feature benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] feats you know, at no extra cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Launch Sequencer&#039;&#039;&#039;&lt;br /&gt;
| When casting a harmful spell, you also cast any readied non-harmful spells to the right of its slot in your spellbook on yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there is another harmful spell memorised in a slot to the right of the spell slot you used, you instead cast the non-harmful spells in the slots between the two.&lt;br /&gt;
&lt;br /&gt;
You may use your archetype menu to disable this feature, and configure whether these automatic spells overwrite the effects of spells that are already active.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Bard_V2&amp;diff=1562</id>
		<title>Bard V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Bard_V2&amp;diff=1562"/>
		<updated>2026-01-28T04:20:12Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Archetypes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bards draw [[&amp;quot;Power&amp;quot;|Power]] from a mixture of the arcane and primal energies within the emotions of themselves and others. They possess 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|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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 [[General Mechanics Information#Metamagic|Metamagic]] Pool) and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 [[General Mechanics Information#Maneuvers|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 Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), Shields, Weapons (Simple, [[Rogue#Rogue Weapons|Rogue]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Reflex, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane/Primal Hybrid. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Bards learn two spells each level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 1)]], [[#Bardic Knowledge|Bardic Knowledge]], [[Feats#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Inspiration Aura|Inspiration +1]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 2)]], [[#Harmony|Harmony: Vilify]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Archetypes|Archetype Feature I]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +2]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 3)]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +3]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 4)]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +4]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 5)]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[#Archetypes|Archetype Feature III]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bard Core Mechanics ==&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;Inspiration Aura&#039;&#039;&#039; ===&lt;br /&gt;
The Bard&#039;s presence 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;
|&#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;
|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;Harmony&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Whether through song, dance, speech, or their simple presence, a Bard resonates with the social fabric wherever they go. [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] represents an abstraction of this, granting the Bard a resource pool with a maximum capacity equal to their Bard level plus Charisma modifier, which may be expended to power various effects. One point of [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] is restored for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
The Bard receives the [[#Vilify|&#039;&#039;Vilify&#039;&#039;]] ability at level 3, and may select an additional [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] feature that utilises this resource at levels 4, 6, 8, and 10.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Vilify&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Expending 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]], the Bard inflicts 15 + 10d2 Psychic damage against a target. This feature cannot be used again until 1 round has passed.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Echo&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
The Bard expends 2 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] to replicate the effects of any positive spells currently present upon them, to a target ally.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Sympathy&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
A burden shared is a burden halved. The Bard expends 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] to restore half of the target&#039;s missing hitpoints.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Epiphany&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
A target ally may be granted [[General_Mechanics_Information#Maneuvers|&#039;&#039;Maneuvers&#039;&#039;]] and [[General_Mechanics_Information#Metamagic|&#039;&#039;Metamagic&#039;&#039;]] equal to the Bard&#039;s Charisma modifier, at the cost of 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Peace&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Expending 3 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]], the Bard causes a single target ally to receive the effects of a [[General_Mechanics_Information#Stability|&#039;&#039;Short Rest&#039;&#039;]]. This ability may only be used on a target again once they have executed a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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#Color_Spray|Color Spray]]&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#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#Aid|Aid]]&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#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#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#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&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#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&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#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#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#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#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#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#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]]&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#Phantasmal_Killer|Phantasmal Killer]]&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;
[[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#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&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;
&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;Living Legends&#039;&#039;&#039;&lt;br /&gt;
| You may grant allies a variety of benefits, dependent on their role in your story. Granting a role consumes 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&lt;br /&gt;
Each role may only apply to one target at a time, with a maximum of 3 roles granted at once. There is no duration limit on these benefits, so long as a target remains within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]]. If a target leaves your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]] range, their role benefits will expire within 1 minute. The target may return to the aura to again remove this durational limit.&lt;br /&gt;
&lt;br /&gt;
The roles and their benefits are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mighty:&#039;&#039;&#039; +CHA Attack Damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Swift:&#039;&#039;&#039; +1 Attack per round&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Stalwart:&#039;&#039;&#039; +30% Multiplicative Damage Immunity (MultDI) to all damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Erudite:&#039;&#039;&#039; +25% Spell Damage, +1 Metamagic Recycle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Beneficent:&#039;&#039;&#039; +20% Healing, THP generation, DR Magnitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vengeful:&#039;&#039;&#039; Retaliation [Trigger: Attacks, Damage: 1d6 + CHA Sonic, Limit: N/A, Duration: N/A, Cooldown: 1s, per-Attacker], +25% Retaliation Damage&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Rapt Audience&#039;&#039;&#039;&lt;br /&gt;
| When using [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] features, you affect every applicable target within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]] range instead of a single target. If you have any &#039;&#039;Living Legends&#039;&#039; currently outside your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]], they too receive the [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] effects.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Legends Never Die&#039;&#039;&#039;&lt;br /&gt;
| Upon granting a &#039;&#039;Living Legend&#039;&#039; role, you also grant the target &#039;&#039;Plot Armour&#039;&#039;; a Damage Resistance effect with a Threshold equal to your Charisma modifier, and an Absorption Limit equal to half the target&#039;s maximum hitpoints. If the &#039;&#039;Living Legend&#039;&#039; should suffer damage that would result in their death, the damage is instead halted at 1 HP, the &#039;&#039;Living Legend&#039;&#039; is healed for hitpoints equal to the remaining Absorption in the &#039;&#039;Plot Armour&#039;&#039;, and they may not be reduced below 1 hitpoint for 1 round. If you grant &#039;&#039;Plot Armour&#039;&#039; to a target who is currently dead or dying, they are immediately revived before receiving the additional effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plot Armour&#039;&#039; may be reapplied to a &#039;&#039;Living Legend&#039;&#039; without &#039;&#039;Plot Armour&#039;&#039; via the Storyteller menu, at a cost of 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&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;Great Deeds&#039;&#039;&#039;&lt;br /&gt;
| When an ally scores a critical hit within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]], all allies within it gain the effects of [[Spells#Haste|&#039;&#039;Haste&#039;&#039;]] for 3 rounds as an Extraordinary effect. The duration of &#039;&#039;Great Deeds&#039;&#039; stacks if an ally should already be under its effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may also use this feat to consume 1 [[#Harmony|Harmony]] in order to activate &#039;&#039;Great Deeds&#039;&#039; as if you had scored a critical hit.&lt;br /&gt;
|-&lt;br /&gt;
|7&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|&#039;&#039;Inspiration Aura&#039;&#039;]], half of their total damage is struck again as Sonic damage. You also grant all allies receiving your &#039;&#039;Great Deeds&#039;&#039; effect a Sonic damage bonus equal to twice your [[#Inspiration Aura|Inspiration Bonus]].&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|&#039;&#039;Inspiration Aura&#039;&#039;]], any Sonic damage that was a part of that attack is reapplied to the nearest enemy to you within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]]. 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;Magical Secrets&#039;&#039;&#039;&lt;br /&gt;
| Your archetype menu may be used to target a spell scroll to create a &#039;&#039;Scroll of Secrets&#039;&#039;, a charged magical item capable of casting the spell contained within the target scroll, with the following properties:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Charges equal to your combined mental ability modifiers upon resting. Spells consume 1 + 1 charge per spell level, max 5.&lt;br /&gt;
* Two slots, able to hold spells of up to 3rd level.&lt;br /&gt;
* When you expend a Bard spell slot, your &#039;&#039;Scroll of Secrets&#039;&#039; gains charges equal to the level of the spell, max 4. Similarly, you regain a spell slot equal to the spell&#039;s level whenever you cast from your &#039;&#039;Scroll of Secrets&#039;&#039;. This may exceed the normal maximum capacity for charges or spell slots.&lt;br /&gt;
* You may use your archetype menu to expend 3 [[#Harmony|Harmony]] in order to restore charges to your &#039;&#039;Scroll of Secrets&#039;&#039; equal to your combined mental modifiers.&lt;br /&gt;
* You may reassign your &#039;&#039;Scroll of Secrets&#039;&#039; spells whenever you Rest, before casting any spells from the &#039;&#039;Scroll of Secrets&#039;&#039;.&lt;br /&gt;
* Spells cast from the &#039;&#039;Scroll of Secrets&#039;&#039; do not degrade [[General Mechanics Information#Stability|Stability]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Expansive Knowledge&#039;&#039;&#039;&lt;br /&gt;
| You gain two more slots in your &#039;&#039;Scroll of Secrets&#039;&#039;. These slots are able to hold up to 4th level spells.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Deep Lore&#039;&#039;&#039;&lt;br /&gt;
| You gain one further slot in your &#039;&#039;Scroll of Secrets&#039;&#039;, able to hold spells up to 5th level. When using the &#039;&#039;Scroll of Secrets&#039;&#039; or an equipped item to cast a spell, the spell benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know at no cost.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Monk_V2&amp;diff=1561</id>
		<title>Monk V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Monk_V2&amp;diff=1561"/>
		<updated>2026-01-28T04:19:32Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Way of Wave and River */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Monks draw [[&amp;quot;Power&amp;quot;|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are lightly armored warriors who specialize in using [[General_Mechanics_Information#Maneuvers|Maneuvers]] in rapid succession for a &amp;quot;burst&amp;quot; playstyle and possess some unique defensive abilities. Monk archetypes take a flexible warrior and allows them to focus on enhancing their burst damage, their tanking ability, or gaining support abilities.&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 or your fists and using most [[General_Mechanics_Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A high &#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from being unarmored and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributes to your Fortitude save. &lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum [[General_Mechanics_Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your [[#Ki|Ki]] pool, certain [[#Archetypes|Archetype]] features, and Will save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save, certain [[#Archetypes|Archetype]] features and support [[General_Mechanics_Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons (Simple, [[#Monk Weapons|Monk]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: All&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[#Ki|Ki]], [[#Flurry_of_Blows|Flurry of Blows]], [[#Improved_Unarmed_Strike|Improved Unarmed Strike]], [[#Maneuver: Stun|Maneuver: Stun]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Deflect_Missiles|Deflect Missiles]], [[#Strategic_Defense|Strategic Defense]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Evasion|Evasion]], [[#Wholeness_of_Body|Wholeness of Body]], [[#Martial_Arts|Martial Arts]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Bonus_Feat:_Maneuver|Bonus Feat: Maneuver]], [[#Monk_AC|Monk AC I]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Still_Mind|Still Mind]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[#Purity_of_Body|Purity of Body]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[#Improved_Evasion|Improved Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[#Archetypes|Archetype Feature III]], [[#Monk_AC|Monk AC II]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Monk Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ki&#039;&#039;&#039; ===&lt;br /&gt;
A Monk has a Ki pool with a maximum capacity equal to their class level + Wisdom modifier. This is used by class features such as [[#Flurry of Blows|&#039;&#039;Flurry of Blows&#039;&#039;]] and [[#Wholeness of Body|&#039;&#039;Wholeness of Body&#039;&#039;]]. The Monk recovers 1 Ki for every 4 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Flurry of Blows&#039;&#039;&#039; ===&lt;br /&gt;
Upon use of this ability and consuming 1 [[#Ki|Ki]], the monk executes a series of rapid strikes alongside their next attack. This consists of 3 instances of damage each equal to the monk&#039;s combined Strength, Dexterity, and Wisdom modifiers.&lt;br /&gt;
&lt;br /&gt;
This ability has a cooldown of one minute, which may be reduced by 3 rounds (to a minimum of 1 round) by attempting to use the ability again, expending 1 [[#Ki|Ki]].&lt;br /&gt;
&lt;br /&gt;
This ability upgrades to an Improved version at monk level 5, granting the monk one bonus attack per round for 3 rounds on use.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Improved Unarmed Strike&#039;&#039;&#039; ===&lt;br /&gt;
Armed opponents no longer get attacks of opportunity against the character when they make an unarmed attack without gauntlets.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Stun&#039;&#039;&#039; ===&lt;br /&gt;
The Monk receives the [[Feats#Maneuver_Stun|Stun Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Monk receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Deflect Missiles&#039;&#039;&#039; ===&lt;br /&gt;
The character can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against DC 20. The character must have at least one hand free to use this feat.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Strategic Defense&#039;&#039;&#039; ===&lt;br /&gt;
The Monk receives the [[Feats#Strategic_Defense|Strategic Defense]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Wholeness of Body&#039;&#039;&#039; ===&lt;br /&gt;
The Monk may expend 1 [[#Ki|Ki]] to restore their health by an amount equal to twice their combined class level and Wisdom modifier. This ability may be used once per second.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Martial Arts&#039;&#039;&#039; ===&lt;br /&gt;
Monks receive a passive bonus to damage equal to the lowest of their Wisdom modifier, or twice their Monk level.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Maneuver&#039;&#039;&#039; ===&lt;br /&gt;
The character receives a bonus feat that may be used to learn a [[General Mechanics Information#Maneuvers|Maneuver]] of their choice.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Monk AC&#039;&#039;&#039; ===&lt;br /&gt;
All Monks passively receive a +1 bonus to their Dodge AC at level 5. This improves to +2 at level 10.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Still Mind&#039;&#039;&#039; ===&lt;br /&gt;
The Monk gains a +2 competence bonus on all saving throws against mind-affecting spells.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Purity of Body&#039;&#039;&#039; ===&lt;br /&gt;
The Monk is immune to disease.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Improved Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.&lt;br /&gt;
&lt;br /&gt;
== Monk Weapons ==&lt;br /&gt;
&lt;br /&gt;
The Monk weapon proficiency includes the club, dagger, handaxe, kama, light crossbow, quarterstaff, shortbow, shortsword, sling, and shuriken.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Way of Thunder&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Be the calm before the storm.&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;Gathering Storm&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Flurry of Blows|&#039;&#039;Flurry of Blows&#039;&#039;]] no longer costs [[#Ki|&#039;&#039;Ki&#039;&#039;]], except for reducing its cooldown. Upon executing [[#Flurry of Blows|&#039;&#039;Flurry of Blows&#039;&#039;]], you gain a bonus attack per round for one minute.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Thunderstrike&#039;&#039;&#039;&lt;br /&gt;
| You gain a new ability, &#039;&#039;Thunderstrike&#039;&#039;. You may use this feat to target a point or creature between 5m and 20m distant, consuming 5 Stamina to traverse the space between in the blink of an eye. Following the use of &#039;&#039;Thunderstrike&#039;&#039;, you gain one bonus attack per round for one minute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targeting a creature consumes 1 [[#Ki|&#039;&#039;Ki&#039;&#039;]] to perform an Attack of Opportunity upon reaching the target.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Shockwave&#039;&#039;&#039;&lt;br /&gt;
| You may target yourself with &#039;&#039;Thunderstrike&#039;&#039; to expend 1 [[#Ki|&#039;&#039;Ki&#039;&#039;]] and execute a &#039;&#039;Shockwave&#039;&#039; attack. This consists of two spinning kicks; one low sweep, and one high spin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The damage for this attack consists of a dice pool comprised of d4s equal to the total of your Strength, Dexterity, and Wisdom modifiers. Your low sweep deals 33% of the dice in this pool (rounded up) in Sonic damage to enemies and objects within 4m, whilst the high spin deals the rest of the dice to enemies and objects within 8m. Targets receive a Reflex save vs Sonic to half this damage, with a DC equal to 10 + your combined Strength, Dexterity, and Wisdom modifiers.&lt;br /&gt;
&lt;br /&gt;
Once this ability is used, &#039;&#039;Thunderstrike&#039;&#039; (and therefore this ability) is placed on cooldown for one round.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Way of Wave and River&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Be like water.&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;Flow&#039;&#039;&#039;&lt;br /&gt;
| Every third attack that hits you is instead converted into a miss. In addition, you receive a 20% multiplicative physical damage immunity.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Crash&#039;&#039;&#039;&lt;br /&gt;
| Upon expending a point of [[#Ki|&#039;&#039;Ki&#039;&#039;]], you receive a Retaliation effect [Trigger: Attacks, Damage: STR + DEX + CON + WIS (Type: Weapon), Limit: WIS attacks, Duration: 1 minute, Cooldown: 1s, per-Attacker]. If this effect is already active, its Limit is raised by your WIS, and the duration is refreshed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, expending any point of [[#Ki|&#039;&#039;Ki&#039;&#039;]] grants you temporary hitpoints equal to your [[#Wholeness of Body|&#039;&#039;Wholeness of Body&#039;&#039;]] healing value for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Formless&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Flow&#039;&#039; feature now triggers upon every second attack. Your &#039;&#039;Crash&#039;&#039; feature&#039;s Retaliation effect now also inflicts a 20% damage vulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Way of the Heavens&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Again.&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;Demonstrate&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
Upon using [[#Flurry of Blows|&#039;&#039;Flurry of Blows&#039;&#039;]], you also grant allies within 10m an instance of your [[#Flurry of Blows|&#039;&#039;Flurry of Blows&#039;&#039;]] upon their next attack. Those allies also receive the benefit of your [[#Martial Arts|&#039;&#039;Martial Arts&#039;&#039;]] damage bonus for one minute.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Encourage&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
Using Demonstrate now also grants allies your [[#Monk AC|Monk AC]] bonus, and the Improved version of your [[#Flurry of Blows|&#039;&#039;Flurry of Blows&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
Your [[#Wholeness of Body|&#039;&#039;Wholeness of Body&#039;&#039;]] healing value is now equal to your class level plus Wisdom modifier, multiplied by 2 + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Your [[#Wholeness of Body|&#039;&#039;Wholeness of Body&#039;&#039;]] also becomes capable of assisting allies, automatically seeking out wounded allies nearby. The ally with the lowest hit points receives healing; should this healing restore them to full hit points, the next lowest hit point ally receives the remainder of the healing, and so on until the healing pool is expended.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Chastise&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
When an ally under the effects of your &#039;&#039;Demonstrate&#039;&#039; is struck by a Critical Hit, they immediately receive temporary hitpoints equal to half of the attack&#039;s damage. &lt;br /&gt;
&lt;br /&gt;
These temporary hitpoints have a duration in rounds equal to your combined Wisdom + Charisma modifiers.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Cleric_V2&amp;diff=1560</id>
		<title>Cleric V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Cleric_V2&amp;diff=1560"/>
		<updated>2026-01-28T03:31:36Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Channel Divinity: Sanctification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics draw [[&amp;quot;Power|Power]] from their Devotion to a religious path. Their [[#Spells|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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, [[General Mechanics Information#Metamagic|Metamagic]] Pool) and the potency of [[#Channel Divinity|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 [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom  (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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 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;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine_Polarity|Divine Polarity]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Channel Divinity: Turning|Channel Divinity: Turning]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]], [[#Divine_Polarity|Energy Affinity]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cleric Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Polarity&#039;&#039;&#039; ===&lt;br /&gt;
Clerics choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity: Turning&#039;&#039;&#039; ===&lt;br /&gt;
The character may target a location within Short (8m) range to release a wave of pure conviction, striking enemies within a 6m radius sphere. Struck enemies must succeed at a saving throw (Will, DC: 10 + Cleric Level + Paladin Level + Highest of WIS/CHA; Negates) or suffer the Fear effect for 3 rounds. These enemies also receive Psychic damage equal to the character&#039;s combined Wisdom and Charisma modifiers, halved if the target succeeded their saving throw. In addition, the character restores Metamagic equal to half their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
The effects of this ability are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
The Cleric receives a free Channel Divinity feat of their choice, from the list below:&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Divine Might&#039;&#039;&#039; =====&lt;br /&gt;
The character may spend one &#039;&#039;Channel Divinity&#039;&#039; to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If &#039;&#039;Divine Might&#039;&#039; is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Divine Shield&#039;&#039;&#039; =====&lt;br /&gt;
The character may spend two points of Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints.&lt;br /&gt;
&lt;br /&gt;
If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes Combat Time. &lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Beneficence&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to instantly heal your most damaged ally within 20m for hitpoints equal to your highest memorised Cure Wounds spell. Excess granted as Temporary Hit Points.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Ablution&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to apply the effects of Lesser Restoration or Restoration to allies in a 10m sphere, with a range of 20m. Spells must be memorised.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Condemnation&#039;&#039;&#039; =====&lt;br /&gt;
Consume 2 Channel Divinity to apply a DoT inflicting 1d4 + WIS Radiant damage every 3 seconds to enemies in a 10m sphere, with a range of 20m, lasting 3 rounds (Requires Action).&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Consecration&#039;&#039;&#039; =====&lt;br /&gt;
Consume 2 Channel Divinity to create a 5m radius area centered around the cleric for 1 minute inflicting 1d4 + [WIS / 2] Radiant damage per 3 seconds to enemies within (Requires Action)&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Succor&#039;&#039;&#039; =====&lt;br /&gt;
Consume 3 Channel Divinity to grant a target the effects of a Short Rest. The target must complete a Rest to be eligible for this effect again.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Sanctification&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to apply a Retaliation effect to yourself or an ally [Trigger: Attacks, Damage: 3d2 + WIS Radiant, Limit: [WIS * 2] Attacks, Duration: 15m Combat Time, Cooldown: 1s, per-Attacker]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Fervor&#039;&#039;&#039; =====&lt;br /&gt;
Consume 5 Channel Divinity to grant the target a bonus attack per round for a number of rounds equal to your Wisdom modifier.&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#Cure_Minor_Wounds|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_Energy|Endure Energy]]&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#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#Freedom_of_Movement|Freedom]]&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#Restoration|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#Resist_Energy|Resist Energy]]&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#Fear|Fear]]&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#Negative_Energy_Burst|Negative Energy Burst]]&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_Energy|Protection From Energy]]&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#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#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;
&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, everyone 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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
| You gain a new resource pool, &#039;&#039;Divine Power&#039;&#039;, with a maximum capacity equal to thrice your Wisdom modifier. For each point of [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] you consume, you gain &#039;&#039;Divine Power&#039;&#039; equal to half your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may consume &#039;&#039;Divine Power&#039;&#039; to cast a selection of spells using your archetype menu, as below. You must have the spell currently memorised, though it need not be readied. Warding and enhancement spells are cast on yourself (or on the target of your next normal attack, if a harmful spell) instantly, with no cast time. Hostile spell options possess a cooldown period of one round. These spells consume [[General Mechanics Information#Metamagic|Metamagic]] as usual.&lt;br /&gt;
&lt;br /&gt;
Whilst you harbour any &#039;&#039;Divine Power&#039;&#039;, you receive a multiplicative 30% physical damage immunity effect.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the [[Feats#Martial Weapon Proficiency|Martial Weapon Proficiency]] and [[Feats#Simple Weapon Mastery|Simple Weapon Mastery]] feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Bane|Bane]] + [[Spells#Doom|Doom]] || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Aid|Aid]] || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cure Wounds || [Spell Level]&lt;br /&gt;
|-&lt;br /&gt;
|Inflict Wounds || [Spell Level]&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Resist Elements|Resist Elements]] || 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force&#039;&#039;&#039;&lt;br /&gt;
| Your Divine Power spell list is expanded to include the following spells, with some options upgraded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Bane|Bane]] + [[Spells#Doom|Doom]] + [[Spells#Prayer|Prayer]] (replaces [[Spells#Bane|Bane]] + [[Spells#Doom|Doom]]) || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Protection From Elements|Protection From Elements]] (replaces [[Spells#Resist Elements|Resist Elements]]) || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Death Ward|Death Ward]] || 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Obliteration&#039;&#039;&#039;&lt;br /&gt;
| Your Divine Power spell list is expanded to include the following spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Battletide|Battletide]] || 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Healing_Circle|Healing Circle]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Slay_Living|Slay Living]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Monstrous_Regeneration|Monstrous Regeneration]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Votive&#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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Yajna&#039;&#039;&#039;&lt;br /&gt;
| You gain a new [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] option, &#039;&#039;Yajna&#039;&#039;. This allows you to enter a channeling state wherein you forsake the ability to perform any actions other than maintaining &#039;&#039;Yajna&#039;&#039; effects. Using the feat again whilst in this state allows you to target a creature, expending 1 [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] and applying a &#039;&#039;Yajna&#039;&#039; effect. Applying &#039;&#039;Yajna&#039;&#039; effects consumes [[General Mechanics Information#Metamagic|Metamagic]] ([[Feats#Empower Spell|Empower]], [[Feats#Extend Spell|Extend]], [[Feats#Heighten Spell|Heighten]], [[Feats#Quicken Spell|Quicken]]) like a spell. Whilst channeling you gain 50% multiplicative damage immunity to all damage and complete immunity to all Hard Control effects. Attacking, casting a spell, or moving will cancel the state.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whilst under the effects of &#039;&#039;Yajna&#039;&#039;, for 10 ticks the target is harmed or healed every 3 seconds. You may create as many concurrent &#039;&#039;Yajna&#039;&#039; effects as you wish. You may dispel &#039;&#039;Yajna&#039;&#039; effects by targeting the creature again. Quicken increases the tick rate from 3s to 2s. Ticks of &#039;&#039;Yajna&#039;&#039; also increase the Limit of Implement Fighting&#039;s Retaliation effect as if they were an attack or spellcast.&lt;br /&gt;
&lt;br /&gt;
* Healing equals your combined WIS and CHA modifiers, weapon EB, plus your [[Feats#Channel Divinity: Divine Shield|Divine Shield]] Threshold.&lt;br /&gt;
* Healing in excess of the target&#039;s maximum HP is granted as temporary hitpoints (THP) for 1 minute.&lt;br /&gt;
&lt;br /&gt;
* Damage dealt is equal to your combined WIS and CHA modifiers, weapon EB, Rune damage, and [[Feats#Channel Divinity: Divine Might|Divine Might]] if active. &lt;br /&gt;
* The target receives a Will save to half the damage, with DC equal to your highest spell DC.&lt;br /&gt;
* If an enemy perishes under the effects of &#039;&#039;Yajna&#039;&#039;, it transfers to the nearest enemy within 20m of both the enemy and yourself.&lt;br /&gt;
* &#039;&#039;Yajna&#039;&#039; effects that only deal damage refund their [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] cost upon expiry.&lt;br /&gt;
&lt;br /&gt;
This power comes at a cost, however. Upon each tick, your Embers gauge increases by 4%, or 1% if over 100%. If the gauge exceeds 100%, you begin to receive damage at a rate of 1 Internal damage per 1% excess, every 2 seconds. The gauge decays by 5% per second once you have not gained Embers for one round.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the [[Feats#Robust_Defense|Robust Defense]] feat.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Bhakti&#039;&#039;&#039;&lt;br /&gt;
| Allies receiving the effects of &#039;&#039;Yajna&#039;&#039; receive a 20% multiplicative damage immunity to all damage for the duration of the effect. Enemies instead receive a 20% damage vulnerability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Healing hitpoints with &#039;&#039;Yajna&#039;&#039; now also extinguishes &#039;&#039;Embers&#039;&#039;, reducing 1% per hitpoint restored while below 100% Embers, and 1% per 5 hitpoints restored if over 100% &#039;&#039;Embers&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Nirvana&#039;&#039;&#039;&lt;br /&gt;
| Once per minute, you may immediately purge your entire &#039;&#039;Embers&#039;&#039; gauge. If this free use of &#039;&#039;Nirvana&#039;&#039; is on cooldown, you may opt to expend 1 [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] to extinguish these &#039;&#039;Embers&#039;&#039; instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ascendant&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Beyond mortal limits.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Ascension&#039;&#039;&#039;&lt;br /&gt;
| You gain an &#039;&#039;Ascension&#039;&#039; gauge and track. Expending [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] fills your Ascension gauge, with a duration of [WIS] seconds for each [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] expended. If the &#039;&#039;Ascension&#039;&#039; effect is already active, its duration is extended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whilst &#039;&#039;Ascension&#039;&#039; is active, your &#039;&#039;Ascension&#039;&#039; track (visible on your archetype menu) progresses, draining the gauge. The &#039;&#039;Ascension&#039;&#039; track consists of consecutive segments for each of your castable spell levels. The track progresses in 1s ticks, with [Spell Level + 1] ticks required to fill these segments, in sequence. Once a segment is filled, you receive a free spellcast (Freecast) of a harmful spell at that level. When the track ends, it resets and begins refilling from zero. If a spell level already has a Freecast, the track will cease progression until that Freecast is used. After a Long Rest, your &#039;&#039;Ascension&#039;&#039; track begins with a Freecast at each spell level.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Majesty&#039;&#039;&#039;&lt;br /&gt;
| Whilst your &#039;&#039;Ascension&#039;&#039; gauge is active, enemies affected by your damaging Cleric spells suffer the effects of Blindness for 1 round (Reflex, DC: Spell; Negates).  &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Apotheosis&#039;&#039;&#039;&lt;br /&gt;
| When an enemy fails their save versus your &#039;&#039;Majesty&#039;&#039; feature, they suffer a DoT effect with damage equal to half your Wisdom modifier every 3s for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Bard_V2&amp;diff=1559</id>
		<title>Bard V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Bard_V2&amp;diff=1559"/>
		<updated>2026-01-27T07:17:28Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Lorekeeper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bards draw [[&amp;quot;Power&amp;quot;|Power]] from a mixture of the arcane and primal energies within the emotions of themselves and others. They possess 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|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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 [[General Mechanics Information#Metamagic|Metamagic]] Pool) and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 [[General Mechanics Information#Maneuvers|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 Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), Shields, Weapons (Simple, [[Rogue#Rogue Weapons|Rogue]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Reflex, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane/Primal Hybrid. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Bards learn two spells each level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 1)]], [[#Bardic Knowledge|Bardic Knowledge]], [[Feats#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Inspiration Aura|Inspiration +1]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 2)]], [[#Harmony|Harmony: Vilify]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Archetypes|Archetype Feature I]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +2]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 3)]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +3]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 4)]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +4]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 5)]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[#Archetypes|Archetype Feature III]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bard Core Mechanics ==&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;Inspiration Aura&#039;&#039;&#039; ===&lt;br /&gt;
The Bard&#039;s presence 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;
|&#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;
|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;Harmony&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Whether through song, dance, speech, or their simple presence, a Bard resonates with the social fabric wherever they go. [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] represents an abstraction of this, granting the Bard a resource pool with a maximum capacity equal to their Bard level plus Charisma modifier, which may be expended to power various effects. One point of [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] is restored for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
The Bard receives the [[#Vilify|&#039;&#039;Vilify&#039;&#039;]] ability at level 3, and may select an additional [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] feature that utilises this resource at levels 4, 6, 8, and 10.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Vilify&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Expending 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]], the Bard inflicts 15 + 10d2 Psychic damage against a target. This feature cannot be used again until 1 round has passed.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Echo&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
The Bard expends 2 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] to replicate the effects of any positive spells currently present upon them, to a target ally.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Sympathy&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
A burden shared is a burden halved. The Bard expends 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] to restore half of the target&#039;s missing hitpoints.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Epiphany&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
A target ally may be granted [[General_Mechanics_Information#Maneuvers|&#039;&#039;Maneuvers&#039;&#039;]] and [[General_Mechanics_Information#Metamagic|&#039;&#039;Metamagic&#039;&#039;]] equal to the Bard&#039;s Charisma modifier, at the cost of 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Peace&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Expending 3 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]], the Bard causes a single target ally to receive the effects of a [[General_Mechanics_Information#Stability|&#039;&#039;Short Rest&#039;&#039;]]. This ability may only be used on a target again once they have executed a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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#Color_Spray|Color Spray]]&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#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#Aid|Aid]]&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#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#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#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&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#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&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#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#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#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#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#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#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]]&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#Phantasmal_Killer|Phantasmal Killer]]&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;
[[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#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&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;
&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;Living Legends&#039;&#039;&#039;&lt;br /&gt;
| You may grant allies a variety of benefits, dependent on their role in your story. Granting a role consumes 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&lt;br /&gt;
Each role may only apply to one target at a time, with a maximum of 3 roles granted at once. There is no duration limit on these benefits, so long as a target remains within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]]. If a target leaves your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]] range, their role benefits will expire within 1 minute. The target may return to the aura to again remove this durational limit.&lt;br /&gt;
&lt;br /&gt;
The roles and their benefits are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mighty:&#039;&#039;&#039; +CHA Attack Damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Swift:&#039;&#039;&#039; +1 Attack per round&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Stalwart:&#039;&#039;&#039; +30% Multiplicative Damage Immunity (MultDI) to all damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Erudite:&#039;&#039;&#039; +25% Spell Damage, +1 Metamagic Recycle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Beneficent:&#039;&#039;&#039; +20% Healing, THP generation, DR Magnitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vengeful:&#039;&#039;&#039; Retaliation [Trigger: Attacks, Damage: 1d6 + CHA Sonic, Limit: N/A, Duration: N/A, Cooldown: 5s, per-Attacker], +25% Retaliation Damage&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Rapt Audience&#039;&#039;&#039;&lt;br /&gt;
| When using [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] features, you affect every applicable target within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]] range instead of a single target. If you have any &#039;&#039;Living Legends&#039;&#039; currently outside your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]], they too receive the [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] effects.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Legends Never Die&#039;&#039;&#039;&lt;br /&gt;
| Upon granting a &#039;&#039;Living Legend&#039;&#039; role, you also grant the target &#039;&#039;Plot Armour&#039;&#039;; a Damage Resistance effect with a Threshold equal to your Charisma modifier, and an Absorption Limit equal to half the target&#039;s maximum hitpoints. If the &#039;&#039;Living Legend&#039;&#039; should suffer damage that would result in their death, the damage is instead halted at 1 HP, the &#039;&#039;Living Legend&#039;&#039; is healed for hitpoints equal to the remaining Absorption in the &#039;&#039;Plot Armour&#039;&#039;, and they may not be reduced below 1 hitpoint for 1 round. If you grant &#039;&#039;Plot Armour&#039;&#039; to a target who is currently dead or dying, they are immediately revived before receiving the additional effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plot Armour&#039;&#039; may be reapplied to a &#039;&#039;Living Legend&#039;&#039; without &#039;&#039;Plot Armour&#039;&#039; via the Storyteller menu, at a cost of 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&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;Great Deeds&#039;&#039;&#039;&lt;br /&gt;
| When an ally scores a critical hit within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]], all allies within it gain the effects of [[Spells#Haste|&#039;&#039;Haste&#039;&#039;]] for 3 rounds as an Extraordinary effect. The duration of &#039;&#039;Great Deeds&#039;&#039; stacks if an ally should already be under its effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may also use this feat to consume 1 [[#Harmony|Harmony]] in order to activate &#039;&#039;Great Deeds&#039;&#039; as if you had scored a critical hit.&lt;br /&gt;
|-&lt;br /&gt;
|7&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|&#039;&#039;Inspiration Aura&#039;&#039;]], half of their total damage is struck again as Sonic damage. You also grant all allies receiving your &#039;&#039;Great Deeds&#039;&#039; effect a Sonic damage bonus equal to twice your [[#Inspiration Aura|Inspiration Bonus]].&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|&#039;&#039;Inspiration Aura&#039;&#039;]], any Sonic damage that was a part of that attack is reapplied to the nearest enemy to you within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]]. 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;Magical Secrets&#039;&#039;&#039;&lt;br /&gt;
| Your archetype menu may be used to target a spell scroll to create a &#039;&#039;Scroll of Secrets&#039;&#039;, a charged magical item capable of casting the spell contained within the target scroll, with the following properties:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Charges equal to your combined mental ability modifiers upon resting. Spells consume 1 + 1 charge per spell level, max 5.&lt;br /&gt;
* Two slots, able to hold spells of up to 3rd level.&lt;br /&gt;
* When you expend a Bard spell slot, your &#039;&#039;Scroll of Secrets&#039;&#039; gains charges equal to the level of the spell, max 4. Similarly, you regain a spell slot equal to the spell&#039;s level whenever you cast from your &#039;&#039;Scroll of Secrets&#039;&#039;. This may exceed the normal maximum capacity for charges or spell slots.&lt;br /&gt;
* You may use your archetype menu to expend 3 [[#Harmony|Harmony]] in order to restore charges to your &#039;&#039;Scroll of Secrets&#039;&#039; equal to your combined mental modifiers.&lt;br /&gt;
* You may reassign your &#039;&#039;Scroll of Secrets&#039;&#039; spells whenever you Rest, before casting any spells from the &#039;&#039;Scroll of Secrets&#039;&#039;.&lt;br /&gt;
* Spells cast from the &#039;&#039;Scroll of Secrets&#039;&#039; do not degrade [[General Mechanics Information#Stability|Stability]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Expansive Knowledge&#039;&#039;&#039;&lt;br /&gt;
| You gain two more slots in your &#039;&#039;Scroll of Secrets&#039;&#039;. These slots are able to hold up to 4th level spells.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Deep Lore&#039;&#039;&#039;&lt;br /&gt;
| You gain one further slot in your &#039;&#039;Scroll of Secrets&#039;&#039;, able to hold spells up to 5th level. When using the &#039;&#039;Scroll of Secrets&#039;&#039; or an equipped item to cast a spell, the spell benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know at no cost.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Druid_V2&amp;diff=1558</id>
		<title>Druid V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Druid_V2&amp;diff=1558"/>
		<updated>2026-01-27T06:27:37Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Wildspeaker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Druids draw [[&amp;quot;Power&amp;quot;|Power]] from the primal energy lingering in all living things. They possess [[#Wildshape|shapeshifting abilities]] that allow them to adapt to various combat scenarios and a diverse selection of natural spells from their unique [[#Spell List|spellbook]]. Their [[#Archetypes|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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, [[General Mechanics Information#Metamagic|Metamagic]] Pool). Wisdom also contributes to your Will save.&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 [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, [[#Druid Weapons|Weapons (Druid)]], Weapons (Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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 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;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Woodland Stride|Woodland Stride]], [[#Metamagic: Polarized Spell|Metamagic: Polarized Spell]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]], [[#Wildshape|Wildshape]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Venom Immunity|Venom Immunity]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Resist Nature&#039;s Lure|Resist Nature&#039;s Lure]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Druid Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Polarized Spell&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Polarized Spell|Polarized Spell]] feat for free.&lt;br /&gt;
&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 &#039;&#039;Nature&#039;&#039; check, the druid receives a totem of that form. Using this totem consumes 2 Wildshape and 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. Using the &#039;&#039;Wildshape&#039;&#039; 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 &#039;&#039;Wildshape&#039;&#039; feat, or another totem to take a new form. Losing the temporary hitpoints granted by the &#039;&#039;Wildshape&#039;&#039; 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 plus Wisdom modifier, and regains 1 use upon slaying 5 non-minion foes.&lt;br /&gt;
&lt;br /&gt;
The Druid may also convert &#039;&#039;Wildshape&#039;&#039; into &#039;&#039;Metamagic&#039;&#039; via their &#039;&#039;Wildshape&#039;&#039; menu, consuming 2 Wildshape to generate Metamagic equal to their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Role&lt;br /&gt;
!Temp HP/Level&lt;br /&gt;
!Additional&lt;br /&gt;
|-&lt;br /&gt;
|Brute&lt;br /&gt;
|10 || +5 Damage&lt;br /&gt;
|-&lt;br /&gt;
|Skirmisher || 8 || +2d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|Lurker || 6 || +3d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|Controller || 6 || +2 Spell and [[General Mechanics Information#Maneuvers|Maneuver]] DCs&lt;br /&gt;
|-&lt;br /&gt;
|Soldier || 12 || +25% Multiplicative Damage Immunity to all damage&lt;br /&gt;
|-&lt;br /&gt;
|Artillery || 6 || +2 AB, +6 Damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Woodland Stride&#039;&#039;&#039; ===&lt;br /&gt;
The character is immune to the [[Spells#Grease|Grease]], [[Spells#Web|Web]], and [[Spells#Entangle|Entangle]] spells.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Venom Immunity&#039;&#039;&#039; ===&lt;br /&gt;
The druid is immune to all poisons.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Resist Nature&#039;s Lure&#039;&#039;&#039; ===&lt;br /&gt;
This feat grants a +2 insight bonus on saving throws against fear spells and effects. &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#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#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#Cure_Minor_Wounds|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#Charm_Person|Charm]]&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 Energy]]&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#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#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&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#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#Freedom_of_Movement|Freedom of Movement]]&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]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Moderate_Wounds|Inflict Moderate Wounds]]&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 Energy]]&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#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#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Sting|Healing Sting]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Serious_Wounds|Inflict Serious Wounds]]&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 Energy]]&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#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;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#Dominate_person|Dominate]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Shield|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation_of_Maggots|Infestation of Maggots]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Critical_Wounds|Inflict Critical Wounds]]&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#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#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;
== Druid Weapons ==&lt;br /&gt;
&lt;br /&gt;
The Druid may use the club, dagger, dart, quarterstaff, sickle, shortbow, sling, and spear.&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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Invocation&#039;&#039;&#039;&lt;br /&gt;
| You gain an &#039;&#039;Invocation&#039;&#039; pool, with a capacity of [10 + Wisdom Modifier]. Points are gained equal to a harmful spell&#039;s level upon casting. You may use this feat to target yourself, or a point within 20m. Activating the feat again whilst the targeter is active will auto-target yourself.&lt;br /&gt;
&lt;br /&gt;
* Targeting yourself consumes 1 [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]], granting &#039;&#039;Invocation&#039;&#039; points equal to your WIS mod. If at full &#039;&#039;Invocation&#039;&#039;, [[General Mechanics Information#Metamagic|Metamagic]] points are granted instead.&lt;br /&gt;
* The damage type is Fire, overridden by Rune effects the Polarized Spell feat. 8 points are consumed to create an &#039;&#039;Invocation&#039;&#039;. This &#039;&#039;Invocation&#039;&#039; has 6 charges, expending 1 charge per 3 seconds to strike the nearest enemy target with 1d6 damage (Fortitude half). If any &#039;&#039;Invocation&#039;&#039; is within any of your persistent area of effect spells, it strikes any targets within these. You may create one &#039;&#039;Invocation&#039;&#039; at a time.&lt;br /&gt;
* &#039;&#039;Invocations&#039;&#039; have a DC equal to your highest level spell, consume [[General Mechanics Information#Metamagic|Metamagic]] as if they were a spell, and damage bonuses from items as if they were a level 0 spell.&lt;br /&gt;
* Upon expiry, &#039;&#039;Invocations&#039;&#039; restore 5 spell levels&#039; worth of harmful spells.&lt;br /&gt;
&lt;br /&gt;
In addition, your cost to convert [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] to [[General Mechanics Information#Metamagic|Metamagic]] is reduced to 1.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Leylines&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Invocation&#039;&#039; damage increases to 2d4, base capacity to 15, and you may now place a second. A &#039;&#039;Leyline&#039;&#039; is drawn between that &#039;&#039;Invocation&#039;&#039; and any others you have placed within 10m. Creatures crossing this &#039;&#039;Leyline&#039;&#039; are slowed by 90% for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Convergence&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Invocation&#039;&#039; damage increases to 2d6, base capacity to 20, and you may now place a third. Creatures within the triangle formed by three &#039;&#039;Invocations&#039;&#039; will be stunned for 1 round every round if they fail their will save. The DC is equal to that of your &#039;&#039;Invocations&#039;&#039;.&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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Form Mastery&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] now functions differently from the typical druid&#039;s in several ways:&lt;br /&gt;
&lt;br /&gt;
* You gain 1 [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] for each non-minion slain.&lt;br /&gt;
* It now costs 10 [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] for you to convert [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] to [[General Mechanics Information#Metamagic|Metamagic]].&lt;br /&gt;
* Your [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] capacity is now equal to 10 + twice your Wisdom Modifier.&lt;br /&gt;
* You may learn a greater variety of forms, including vermin, beasts, and magical beasts.&lt;br /&gt;
* Your transformations cannot be dispelled.&lt;br /&gt;
* You do not consume [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] to change form; however, changing form no longer grants you temporary hitpoints (THP).&lt;br /&gt;
* You no longer revert to humanoid form when resting.&lt;br /&gt;
* You receive a new feat, &#039;&#039;Primal Surge&#039;&#039;, which you may use once per round to gain the THP you would otherwise gain from the form, consuming 5 uses of [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]]. This also grants Regeneration, restoring hitpoints equal to your Druid level every 3 seconds, up to the total amount of THP gained.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Form Mastery&#039;&#039; feat may be activated to consume 3 uses of [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] in order to gain the following &#039;&#039;Form Mastery&#039;&#039; benefits for 1 minute, dependent upon your current form&#039;s role. If you change form, you receive the relevant &#039;&#039;Form Mastery&#039;&#039; benefits for that form instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brute:&#039;&#039;&#039; You receive +1 bonus attack per round, and a +5 physical damage bonus to attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skirmisher:&#039;&#039;&#039; You receive +1 bonus attack per round, and +2d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurker:&#039;&#039;&#039; You gain +3d6 Sneak Attack. You may reactivate the feat to vanish from sight, disengaging from your attack schedule and entering stealth. Whilst this &#039;&#039;Form Mastery&#039;&#039; bonus is active, reactivating &#039;&#039;Form Mastery&#039;&#039; causes you to vanish from sight once again, at a cost of 1 [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] per use. You cannot perform this action after exiting stealth mode until one round has passed.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controller:&#039;&#039;&#039; For one minute, upon striking a target, they must succeed at a save versus your cantrip DC or suffer the effects of Blindness for 1 round. Applicable [[General Mechanics Information#Metamagic|Metamagic]] you know is applied without cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soldier:&#039;&#039;&#039; You receive 25% multiplicative physical damage immunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery:&#039;&#039;&#039; Once per round for one minute, you automatically fire a volley of spines at targets within 10m of your attack target. If you have no current attack target, the nearest enemy is selected instead. You create one spine per Druid level, with each inflicting 4 physical damage. These are split evenly amongst the available targets, with priority given to your target and those nearest it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Second Shift&#039;&#039;&#039;&lt;br /&gt;
| One round after activating &#039;&#039;Form Mastery&#039;&#039;, you receive the &#039;&#039;Second Shift&#039;&#039; effect, further enhancing your &#039;&#039;Form Mastery&#039;&#039; benefits. Changing forms resets the &#039;&#039;Second Shift&#039;&#039; effect, reactivating after 1 round has passed in the new form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brute:&#039;&#039;&#039; You receive an additional +1 bonus attack per round, and a further +5 physical damage bonus to attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skirmisher:&#039;&#039;&#039; You receive an additional +1 bonus attack per round, and a further +2d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurker:&#039;&#039;&#039; You receive +1 bonus attack per round, and a further +3d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controller:&#039;&#039;&#039; In addition to the on-hit blind effect, you now also afflict your attacked targets with the Paralyze effect for 1 round, should they fail a Will saving throw versus your cantrip DC. Applicable [[General Mechanics Information#Metamagic|Metamagic]] you know is applied without cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soldier:&#039;&#039;&#039; You may reactivate &#039;&#039;Form Mastery&#039;&#039; to expend 2 [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] and receive a Damage Resistance (DR) effect to all damage with a Threshold equal to 5 + your Druid Level, with Absorption of 10 per Druid Level. Any Absorption remaining when the effect expires (either due to expiring duration or changing form) is saved and applied to the Absorption of the next DR effect created this way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery:&#039;&#039;&#039; You generate twice the number of spines.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Peak Performance&#039;&#039;&#039;&lt;br /&gt;
| The base bonuses you receive from Wildshape roles are now doubled.&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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;First Words&#039;&#039;&#039;&lt;br /&gt;
| Your bond with the wilds has granted you the benefit of a natural companion. Use this feat on yourself to choose your companion type (default wolf). This companion has the statistics of an Elite-rated creature of its given role. If you also possess the &#039;&#039;Animal Companion&#039;&#039; feature from the [[Ranger|&#039;&#039;Ranger&#039;&#039;]] [[Ranger#Beastmaster|&#039;&#039;Beastmaster&#039;&#039;]], your Druid and [[Ranger|Ranger]] levels stack when determining the companion&#039;s Threat Level. You may summon your companion for free once per rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may also target your companion with this feat to restore hitpoints equal to its maximum hit points, expending 3 [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]]. Any excess is granted as temporary hitpoints lasting one minute, to a maximum of half their hit point total. Should your companion perish, it may be resummoned with this feat for the cost of 3 [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
Your companion also possesses your [[#Woodland_Stride|&#039;&#039;Woodland Stride&#039;&#039;]] class feature.&lt;br /&gt;
&lt;br /&gt;
Upon casting a harmful damage spell, for 3 rounds your companion receives a damage bonus equal to your Druid class level plus the spell&#039;s level, of the spell&#039;s damage type.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Growing Bond&#039;&#039;&#039;&lt;br /&gt;
| Your companion receives a stack of the following bonuses for every round they remain within one of your persistent areas of effect (AoE) (such as [[Spells#Grease|Grease]], [[Spells#Web|Web]], etc), to a maximum of 3 stacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These bonuses are retained as long as they remain within the AoE. Should the companion leave your AoEs, these stacks will be lost at a rate of 1 every 3 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bear:&#039;&#039;&#039; +3 Physical Damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boar:&#039;&#039;&#039; +20% Physical Damage Immunity (Multiplicative)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wolf:&#039;&#039;&#039; +2 Physical Damage / +10% Movespeed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hawk:&#039;&#039;&#039; +2d6 Radiant damage on Sneak Attack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lynx:&#039;&#039;&#039; +2d6 Radiant damage on Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Rite of Passage&#039;&#039;&#039;&lt;br /&gt;
| When your companion&#039;s &#039;&#039;Growing Bond&#039;&#039; stacks reach their maximum, their rating upgrades to Solo. The companion&#039;s rating reverts to Elite if the stacks should decay below the maximum.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Cleric_V2&amp;diff=1557</id>
		<title>Cleric V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Cleric_V2&amp;diff=1557"/>
		<updated>2026-01-26T10:05:31Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Votive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics draw [[&amp;quot;Power|Power]] from their Devotion to a religious path. Their [[#Spells|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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, [[General Mechanics Information#Metamagic|Metamagic]] Pool) and the potency of [[#Channel Divinity|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 [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom  (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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 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;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine_Polarity|Divine Polarity]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Channel Divinity: Turning|Channel Divinity: Turning]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]], [[#Divine_Polarity|Energy Affinity]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cleric Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Polarity&#039;&#039;&#039; ===&lt;br /&gt;
Clerics choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity: Turning&#039;&#039;&#039; ===&lt;br /&gt;
The character may target a location within Short (8m) range to release a wave of pure conviction, striking enemies within a 6m radius sphere. Struck enemies must succeed at a saving throw (Will, DC: 10 + Cleric Level + Paladin Level + Highest of WIS/CHA; Negates) or suffer the Fear effect for 3 rounds. These enemies also receive Psychic damage equal to the character&#039;s combined Wisdom and Charisma modifiers, halved if the target succeeded their saving throw. In addition, the character restores Metamagic equal to half their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
The effects of this ability are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
The Cleric receives a free Channel Divinity feat of their choice, from the list below:&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Divine Might&#039;&#039;&#039; =====&lt;br /&gt;
The character may spend one &#039;&#039;Channel Divinity&#039;&#039; to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If &#039;&#039;Divine Might&#039;&#039; is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Divine Shield&#039;&#039;&#039; =====&lt;br /&gt;
The character may spend two points of Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints.&lt;br /&gt;
&lt;br /&gt;
If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes Combat Time. &lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Beneficence&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to instantly heal your most damaged ally within 20m for hitpoints equal to your highest memorised Cure Wounds spell. Excess granted as Temporary Hit Points.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Ablution&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to apply the effects of Lesser Restoration or Restoration to allies in a 10m sphere, with a range of 20m. Spells must be memorised.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Condemnation&#039;&#039;&#039; =====&lt;br /&gt;
Consume 2 Channel Divinity to apply a DoT inflicting 1d4 + WIS Radiant damage every 3 seconds to enemies in a 10m sphere, with a range of 20m, lasting 3 rounds (Requires Action).&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Consecration&#039;&#039;&#039; =====&lt;br /&gt;
Consume 2 Channel Divinity to create a 5m radius area centered around the cleric for 1 minute inflicting 1d4 + [WIS / 2] Radiant damage per 3 seconds to enemies within (Requires Action)&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Succor&#039;&#039;&#039; =====&lt;br /&gt;
Consume 3 Channel Divinity to grant a target the effects of a Short Rest. The target must complete a Rest to be eligible for this effect again.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Sanctification&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to apply a Retaliation effect to yourself or an ally [Trigger: Attacks, Damage: 3d2 + WIS Radiant, Limit: [WIS * 2] Attacks, Duration: 15m Combat Time, Cooldown: 5s, per-Attacker]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Fervor&#039;&#039;&#039; =====&lt;br /&gt;
Consume 5 Channel Divinity to grant the target a bonus attack per round for a number of rounds equal to your Wisdom modifier.&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#Cure_Minor_Wounds|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_Energy|Endure Energy]]&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#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#Freedom_of_Movement|Freedom]]&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#Restoration|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#Resist_Energy|Resist Energy]]&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#Fear|Fear]]&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#Negative_Energy_Burst|Negative Energy Burst]]&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_Energy|Protection From Energy]]&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#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#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;
&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, everyone 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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
| You gain a new resource pool, &#039;&#039;Divine Power&#039;&#039;, with a maximum capacity equal to thrice your Wisdom modifier. For each point of [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] you consume, you gain &#039;&#039;Divine Power&#039;&#039; equal to half your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may consume &#039;&#039;Divine Power&#039;&#039; to cast a selection of spells using your archetype menu, as below. You must have the spell currently memorised, though it need not be readied. Warding and enhancement spells are cast on yourself (or on the target of your next normal attack, if a harmful spell) instantly, with no cast time. Hostile spell options possess a cooldown period of one round. These spells consume [[General Mechanics Information#Metamagic|Metamagic]] as usual.&lt;br /&gt;
&lt;br /&gt;
Whilst you harbour any &#039;&#039;Divine Power&#039;&#039;, you receive a multiplicative 30% physical damage immunity effect.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the [[Feats#Martial Weapon Proficiency|Martial Weapon Proficiency]] and [[Feats#Simple Weapon Mastery|Simple Weapon Mastery]] feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Bane|Bane]] + [[Spells#Doom|Doom]] || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Aid|Aid]] || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cure Wounds || [Spell Level]&lt;br /&gt;
|-&lt;br /&gt;
|Inflict Wounds || [Spell Level]&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Resist Elements|Resist Elements]] || 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force&#039;&#039;&#039;&lt;br /&gt;
| Your Divine Power spell list is expanded to include the following spells, with some options upgraded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Bane|Bane]] + [[Spells#Doom|Doom]] + [[Spells#Prayer|Prayer]] (replaces [[Spells#Bane|Bane]] + [[Spells#Doom|Doom]]) || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Protection From Elements|Protection From Elements]] (replaces [[Spells#Resist Elements|Resist Elements]]) || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Death Ward|Death Ward]] || 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Obliteration&#039;&#039;&#039;&lt;br /&gt;
| Your Divine Power spell list is expanded to include the following spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Battletide|Battletide]] || 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Healing_Circle|Healing Circle]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Slay_Living|Slay Living]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Monstrous_Regeneration|Monstrous Regeneration]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Votive&#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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Yajna&#039;&#039;&#039;&lt;br /&gt;
| You gain a new [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] option, &#039;&#039;Yajna&#039;&#039;. This allows you to enter a channeling state wherein you forsake the ability to perform any actions other than maintaining &#039;&#039;Yajna&#039;&#039; effects. Using the feat again whilst in this state allows you to target a creature, expending 1 [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] and applying a &#039;&#039;Yajna&#039;&#039; effect. Applying &#039;&#039;Yajna&#039;&#039; effects consumes [[General Mechanics Information#Metamagic|Metamagic]] ([[Feats#Empower Spell|Empower]], [[Feats#Extend Spell|Extend]], [[Feats#Heighten Spell|Heighten]], [[Feats#Quicken Spell|Quicken]]) like a spell. Whilst channeling you gain 50% multiplicative damage immunity to all damage and complete immunity to all Hard Control effects. Attacking, casting a spell, or moving will cancel the state.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whilst under the effects of &#039;&#039;Yajna&#039;&#039;, for 10 ticks the target is harmed or healed every 3 seconds. You may create as many concurrent &#039;&#039;Yajna&#039;&#039; effects as you wish. You may dispel &#039;&#039;Yajna&#039;&#039; effects by targeting the creature again. Quicken increases the tick rate from 3s to 2s. Ticks of &#039;&#039;Yajna&#039;&#039; also increase the Limit of Implement Fighting&#039;s Retaliation effect as if they were an attack or spellcast.&lt;br /&gt;
&lt;br /&gt;
* Healing equals your combined WIS and CHA modifiers, weapon EB, plus your [[Feats#Channel Divinity: Divine Shield|Divine Shield]] Threshold.&lt;br /&gt;
* Healing in excess of the target&#039;s maximum HP is granted as temporary hitpoints (THP) for 1 minute.&lt;br /&gt;
&lt;br /&gt;
* Damage dealt is equal to your combined WIS and CHA modifiers, weapon EB, Rune damage, and [[Feats#Channel Divinity: Divine Might|Divine Might]] if active. &lt;br /&gt;
* The target receives a Will save to half the damage, with DC equal to your highest spell DC.&lt;br /&gt;
* If an enemy perishes under the effects of &#039;&#039;Yajna&#039;&#039;, it transfers to the nearest enemy within 20m of both the enemy and yourself.&lt;br /&gt;
* &#039;&#039;Yajna&#039;&#039; effects that only deal damage refund their [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] cost upon expiry.&lt;br /&gt;
&lt;br /&gt;
This power comes at a cost, however. Upon each tick, your Embers gauge increases by 4%, or 1% if over 100%. If the gauge exceeds 100%, you begin to receive damage at a rate of 1 Internal damage per 1% excess, every 2 seconds. The gauge decays by 5% per second once you have not gained Embers for one round.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the [[Feats#Robust_Defense|Robust Defense]] feat.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Bhakti&#039;&#039;&#039;&lt;br /&gt;
| Allies receiving the effects of &#039;&#039;Yajna&#039;&#039; receive a 20% multiplicative damage immunity to all damage for the duration of the effect. Enemies instead receive a 20% damage vulnerability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Healing hitpoints with &#039;&#039;Yajna&#039;&#039; now also extinguishes &#039;&#039;Embers&#039;&#039;, reducing 1% per hitpoint restored while below 100% Embers, and 1% per 5 hitpoints restored if over 100% &#039;&#039;Embers&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Nirvana&#039;&#039;&#039;&lt;br /&gt;
| Once per minute, you may immediately purge your entire &#039;&#039;Embers&#039;&#039; gauge. If this free use of &#039;&#039;Nirvana&#039;&#039; is on cooldown, you may opt to expend 1 [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] to extinguish these &#039;&#039;Embers&#039;&#039; instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ascendant&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Beyond mortal limits.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Ascension&#039;&#039;&#039;&lt;br /&gt;
| You gain an &#039;&#039;Ascension&#039;&#039; gauge and track. Expending [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] fills your Ascension gauge, with a duration of [WIS] seconds for each [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] expended. If the &#039;&#039;Ascension&#039;&#039; effect is already active, its duration is extended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whilst &#039;&#039;Ascension&#039;&#039; is active, your &#039;&#039;Ascension&#039;&#039; track (visible on your archetype menu) progresses, draining the gauge. The &#039;&#039;Ascension&#039;&#039; track consists of consecutive segments for each of your castable spell levels. The track progresses in 1s ticks, with [Spell Level + 1] ticks required to fill these segments, in sequence. Once a segment is filled, you receive a free spellcast (Freecast) of a harmful spell at that level. When the track ends, it resets and begins refilling from zero. If a spell level already has a Freecast, the track will cease progression until that Freecast is used. After a Long Rest, your &#039;&#039;Ascension&#039;&#039; track begins with a Freecast at each spell level.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Majesty&#039;&#039;&#039;&lt;br /&gt;
| Whilst your &#039;&#039;Ascension&#039;&#039; gauge is active, enemies affected by your damaging Cleric spells suffer the effects of Blindness for 1 round (Reflex, DC: Spell; Negates).  &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Apotheosis&#039;&#039;&#039;&lt;br /&gt;
| When an enemy fails their save versus your &#039;&#039;Majesty&#039;&#039; feature, they suffer a DoT effect with damage equal to half your Wisdom modifier every 3s for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Bard_V2&amp;diff=1556</id>
		<title>Bard V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Bard_V2&amp;diff=1556"/>
		<updated>2026-01-22T22:25:28Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Spell List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bards draw [[&amp;quot;Power&amp;quot;|Power]] from a mixture of the arcane and primal energies within the emotions of themselves and others. They possess 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|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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 [[General Mechanics Information#Metamagic|Metamagic]] Pool) and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 [[General Mechanics Information#Maneuvers|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 Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), Shields, Weapons (Simple, [[Rogue#Rogue Weapons|Rogue]])&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Reflex, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane/Primal Hybrid. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Bards learn two spells each level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 1)]], [[#Bardic Knowledge|Bardic Knowledge]], [[Feats#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Inspiration Aura|Inspiration +1]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 2)]], [[#Harmony|Harmony: Vilify]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Archetypes|Archetype Feature I]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +2]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 3)]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +3]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 4)]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +4]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[#Spell List|Spellcasting (Level 5)]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[#Archetypes|Archetype Feature III]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bard Core Mechanics ==&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;Inspiration Aura&#039;&#039;&#039; ===&lt;br /&gt;
The Bard&#039;s presence 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;
|&#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;
|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;Harmony&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Whether through song, dance, speech, or their simple presence, a Bard resonates with the social fabric wherever they go. [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] represents an abstraction of this, granting the Bard a resource pool with a maximum capacity equal to their Bard level plus Charisma modifier, which may be expended to power various effects. One point of [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] is restored for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
The Bard receives the [[#Vilify|&#039;&#039;Vilify&#039;&#039;]] ability at level 3, and may select an additional [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] feature that utilises this resource at levels 4, 6, 8, and 10.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Vilify&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Expending 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]], the Bard inflicts 15 + 10d2 Psychic damage against a target. This feature cannot be used again until 1 round has passed.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Echo&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
The Bard expends 2 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] to replicate the effects of any positive spells currently present upon them, to a target ally.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Sympathy&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
A burden shared is a burden halved. The Bard expends 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] to restore half of the target&#039;s missing hitpoints.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Epiphany&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
A target ally may be granted [[General_Mechanics_Information#Maneuvers|&#039;&#039;Maneuvers&#039;&#039;]] and [[General_Mechanics_Information#Metamagic|&#039;&#039;Metamagic&#039;&#039;]] equal to the Bard&#039;s Charisma modifier, at the cost of 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Peace&#039;&#039;&#039; =====&lt;br /&gt;
&lt;br /&gt;
Expending 3 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]], the Bard causes a single target ally to receive the effects of a [[General_Mechanics_Information#Stability|&#039;&#039;Short Rest&#039;&#039;]]. This ability may only be used on a target again once they have executed a Short or Long Rest.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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#Color_Spray|Color Spray]]&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#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#Aid|Aid]]&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#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#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#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&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#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&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#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#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#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#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#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#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]]&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#Phantasmal_Killer|Phantasmal Killer]]&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;
[[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#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&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;
&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;Living Legends&#039;&#039;&#039;&lt;br /&gt;
| You may grant allies a variety of benefits, dependent on their role in your story. Granting a role consumes 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&lt;br /&gt;
Each role may only apply to one target at a time, with a maximum of 3 roles granted at once. There is no duration limit on these benefits, so long as a target remains within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]]. If a target leaves your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]] range, their role benefits will expire within 1 minute. The target may return to the aura to again remove this durational limit.&lt;br /&gt;
&lt;br /&gt;
The roles and their benefits are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mighty:&#039;&#039;&#039; +CHA Attack Damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Swift:&#039;&#039;&#039; +1 Attack per round&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Stalwart:&#039;&#039;&#039; +30% Multiplicative Damage Immunity (MultDI) to all damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Erudite:&#039;&#039;&#039; +25% Spell Damage, +1 Metamagic Recycle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Beneficent:&#039;&#039;&#039; +20% Healing, THP generation, DR Magnitude&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vengeful:&#039;&#039;&#039; Retaliation [Trigger: Attacks, Damage: 1d6 + CHA Sonic, Limit: N/A, Duration: N/A, Cooldown: 5s, per-Attacker], +25% Retaliation Damage&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Rapt Audience&#039;&#039;&#039;&lt;br /&gt;
| When using [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] features, you affect every applicable target within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]] range instead of a single target. If you have any &#039;&#039;Living Legends&#039;&#039; currently outside your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]], they too receive the [[#Harmony|&#039;&#039;Harmony&#039;&#039;]] effects.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Legends Never Die&#039;&#039;&#039;&lt;br /&gt;
| Upon granting a &#039;&#039;Living Legend&#039;&#039; role, you also grant the target &#039;&#039;Plot Armour&#039;&#039;; a Damage Resistance effect with a Threshold equal to your Charisma modifier, and an Absorption Limit equal to half the target&#039;s maximum hitpoints. If the &#039;&#039;Living Legend&#039;&#039; should suffer damage that would result in their death, the damage is instead halted at 1 HP, the &#039;&#039;Living Legend&#039;&#039; is healed for hitpoints equal to the remaining Absorption in the &#039;&#039;Plot Armour&#039;&#039;, and they may not be reduced below 1 hitpoint for 1 round. If you grant &#039;&#039;Plot Armour&#039;&#039; to a target who is currently dead or dying, they are immediately revived before receiving the additional effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plot Armour&#039;&#039; may be reapplied to a &#039;&#039;Living Legend&#039;&#039; without &#039;&#039;Plot Armour&#039;&#039; via the Storyteller menu, at a cost of 1 [[#Harmony|&#039;&#039;Harmony&#039;&#039;]].&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;Great Deeds&#039;&#039;&#039;&lt;br /&gt;
| When an ally scores a critical hit within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]], all allies within it gain the effects of [[Spells#Haste|&#039;&#039;Haste&#039;&#039;]] for 3 rounds as an Extraordinary effect. The duration of &#039;&#039;Great Deeds&#039;&#039; stacks if an ally should already be under its effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may also use this feat to consume 1 [[#Harmony|Harmony]] in order to activate &#039;&#039;Great Deeds&#039;&#039; as if you had scored a critical hit.&lt;br /&gt;
|-&lt;br /&gt;
|7&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|&#039;&#039;Inspiration Aura&#039;&#039;]], half of their total damage is struck again as Sonic damage. You also grant all allies receiving your &#039;&#039;Great Deeds&#039;&#039; effect a Sonic damage bonus equal to twice your [[#Inspiration Aura|Inspiration Bonus]].&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|&#039;&#039;Inspiration Aura&#039;&#039;]], any Sonic damage that was a part of that attack is reapplied to the nearest enemy to you within your [[#Inspiration Aura|&#039;&#039;Inspiration Aura&#039;&#039;]]. 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;Magical Secrets&#039;&#039;&#039;&lt;br /&gt;
| Your archetype menu may be used to target a spell scroll to create a &#039;&#039;Scroll of Secrets&#039;&#039;, a charged magical item capable of casting the spell contained within the target scroll, with the following properties:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Charges equal to your combined mental ability modifiers upon resting. Spells consume 1 + 1 charge per spell level.&lt;br /&gt;
* Two slots, able to hold spells of up to 3rd level.&lt;br /&gt;
* When you expend a Bard spell slot, your &#039;&#039;Scroll of Secrets&#039;&#039; gains charges equal to the level of the spell. Similarly, you regain a spell slot equal to the spell&#039;s level whenever you cast from your &#039;&#039;Scroll of Secrets&#039;&#039;. This may exceed the normal maximum capacity for charges or spell slots.&lt;br /&gt;
* You may use your archetype menu to expend 3 [[#Harmony|Harmony]] in order to restore charges to your &#039;&#039;Scroll of Secrets&#039;&#039; equal to your combined mental modifiers.&lt;br /&gt;
* You may reassign your &#039;&#039;Scroll of Secrets&#039;&#039; spells whenever you Rest, before casting any spells from the &#039;&#039;Scroll of Secrets&#039;&#039;.&lt;br /&gt;
* Spells cast from the &#039;&#039;Scroll of Secrets&#039;&#039; do not degrade [[General Mechanics Information#Stability|Stability]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Expansive Knowledge&#039;&#039;&#039;&lt;br /&gt;
| You gain two more slots in your &#039;&#039;Scroll of Secrets&#039;&#039;. These slots are able to hold up to 4th level spells.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Deep Lore&#039;&#039;&#039;&lt;br /&gt;
| You gain one further slot in your &#039;&#039;Scroll of Secrets&#039;&#039;, able to hold spells up to 5th level. When using the &#039;&#039;Scroll of Secrets&#039;&#039; or an equipped item to cast a spell, the spell benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know at no cost.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Paladin_V2&amp;diff=1555</id>
		<title>Paladin V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Paladin_V2&amp;diff=1555"/>
		<updated>2026-01-22T03:19:22Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Templar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Paladins draw [[&amp;quot;Power&amp;quot;|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|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your [[#Spell List|spellcasting]], certain [[#Archetypes|Archetype]] features, [[#Divine Grace|Divine Grace]], support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 [[General_Mechanics_Information#Maneuvers|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 Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Paladins know all available 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;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Divine Grace|Divine Grace]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Channel Divinity|Channel Divinity]]: [[Feats#Channel Divinity: Divine Might|Divine Might]]/[[Feats#Channel Divinity: Divine Shield|Divine Shield]], [[#Lay on Hands|Lay on Hands]], [[#Smite|Smite]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Divine Health|Divine Health]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Aura of Courage|Aura of Courage]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paladin Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&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;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 &#039;&#039;Channel Divinity&#039;&#039; 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, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 &#039;&#039;Channel Divinity&#039;&#039; for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Might&#039;&#039;&#039; ===&lt;br /&gt;
The character may spend one &#039;&#039;Channel Divinity&#039;&#039; to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If &#039;&#039;Divine Might&#039;&#039; is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Shield&#039;&#039;&#039; ===&lt;br /&gt;
The character may spend two points of &#039;&#039;Channel Divinity&#039;&#039; to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints. If &#039;&#039;Divine Shield&#039;&#039; is already active, any existing absorption is inherited by the new instance of &#039;&#039;Divine Shield&#039;&#039;. &#039;&#039;Divine Shield&#039;&#039; has a duration of 15 minutes Combat Time.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lay on Hands&#039;&#039;&#039; ===&lt;br /&gt;
Once per round, a Paladin may consume 2 uses of &#039;&#039;Channel Divinity&#039;&#039; to heal themselves or an ally for an amount equal to 3d4 per class level, plus the target&#039;s top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target, and grants immunity to both for 1 minute. If targeting themselves, &#039;&#039;Lay on Hands&#039;&#039; activates instantly, with no action required.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Smite&#039;&#039;&#039; ===&lt;br /&gt;
Once per round, a Paladin may expend 1 use of &#039;&#039;Channel Divinity&#039;&#039; to strike the target of their next normal attack for 2d4 bonus Radiant damage per Paladin class level. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Grace&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin adds half their Paladin level rounded down to their saving throws.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#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#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#Endure_Energy|Endure Energy]]&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#Shield_of_Faith|Shield of Faith]]&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#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#Resist_Energy|Resist Energy]]&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;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spellcasting Progression&#039;&#039;&#039; ===&lt;br /&gt;
Paladins receive the following number of spell slots per level, with bonus slots possible from a high CHA modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Slots (level 1/level 2/level 3)&lt;br /&gt;
|-&lt;br /&gt;
|1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|5 || 2/1&lt;br /&gt;
|-&lt;br /&gt;
|9 || 3/2/1&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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Judge&#039;&#039;&#039;&lt;br /&gt;
| When you [[#Smite|&#039;&#039;Smite&#039;&#039;]] a creature, your [[#Divine Might|&#039;&#039;Divine Might&#039;&#039;]] damage bonus is doubled until its effect expires. In addition, when you [[#Smite|&#039;&#039;Smite&#039;&#039;]] a creature for the first time, the [[#Smite|&#039;&#039;Smite&#039;&#039;]] is executed at no cost. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Jury&#039;&#039;&#039;&lt;br /&gt;
| If you [[#Smite|&#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 Radiant damage each round equal to the [[#Smite|&#039;&#039;Smite&#039;&#039;]] damage broken up into 2 second ticks, 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 [[#Smite|&#039;&#039;Smite&#039;&#039;]], you do additional damage according to its health category: Grazed +2d6, Bloodied +4d8, and Wounded +8d10. This additional damage also strikes enemies within 4m of the slain target and knocks them back 1m.&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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Forge&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] now absorbs damage of all types, and you receive 50% multiplicative damage immunity to all damage whilst your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] is active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, 50% of the post-mitigation damage you take is recorded, and added to your next [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]]. When your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] expires, any remaining absorption is stored and applied to your next [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]]. &#039;&#039;Forge&#039;&#039; may contain a maximum value equal to your maximum hitpoints, and begins filled after a Long Rest.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Anvil&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] now has double the usual absorption limit. Your [[#Smite|&#039;&#039;Smite&#039;&#039;]] now also refreshes your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]]&#039;s duration and changes its Threshold value to your total [[#Smite|&#039;&#039;Smite&#039;&#039;]] damage. &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Tempered&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
If a [[#Smite|&#039;&#039;Smite&#039;&#039;]] expands the Threshold of your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]], the [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] cost of the [[#Smite|&#039;&#039;Smite&#039;&#039;]] is refunded. The [[#Smite|&#039;&#039;Smite&#039;&#039;]]&#039;s damage is also added to your &#039;&#039;Forge&#039;&#039; counter.&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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Divine Intervention&#039;&#039;&#039;&lt;br /&gt;
| When you use [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]], the target also gains the effects of your [[#Divine Shield|Divine Shield]] at no cost. Furthermore, any excess healing from your [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] is now granted as temporary hitpoints (THP) with the same duration as [[#Divine Shield|Divine Shield]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, upon using [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]], you gain a free use of [[#Smite|Smite]]. These free uses may stack to a maximum of 3.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Deliverance&#039;&#039;&#039;&lt;br /&gt;
| You may nominate a target with the use of your archetype menu to select a target for &#039;&#039;Deliverance&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For 3 rounds following [[#Smite|Smite]], any Radiant damage you deal is applied as temporary hit points (THP) to your &#039;&#039;Deliverance&#039;&#039; target. These THP possess a duration of 3 rounds. If your &#039;&#039;Deliverance&#039;&#039; target is more than 20m distant, you receive the THP instead.&lt;br /&gt;
&lt;br /&gt;
Using [[#Smite|Smite]] again whilst the duration is active adds another 3 rounds to the duration of &#039;&#039;Deliverance&#039;&#039;, to a total maximum duration of 5 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Salvation&#039;&#039;&#039;&lt;br /&gt;
| When your &#039;&#039;Deliverance&#039;&#039; feature grants temporary hitpoints, it also applies the effects of [[Spells#Restoration|&#039;&#039;Restoration&#039;&#039;]], cleansing the target of negative effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, upon using [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] you grant the target the effects of the [[Spells#Death Ward|&#039;&#039;Death Ward&#039;&#039;]] spell. If the target is dead or dying, you first grant the effects of the [[Spells#Raise Dead|&#039;&#039;Raise Dead&#039;&#039;]] spell.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Paladin_V2&amp;diff=1554</id>
		<title>Paladin V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Paladin_V2&amp;diff=1554"/>
		<updated>2026-01-22T03:18:50Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Templar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Paladins draw [[&amp;quot;Power&amp;quot;|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|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your [[#Spell List|spellcasting]], certain [[#Archetypes|Archetype]] features, [[#Divine Grace|Divine Grace]], support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 [[General_Mechanics_Information#Maneuvers|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 Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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;: Paladins know all available 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;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Divine Grace|Divine Grace]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Channel Divinity|Channel Divinity]]: [[Feats#Channel Divinity: Divine Might|Divine Might]]/[[Feats#Channel Divinity: Divine Shield|Divine Shield]], [[#Lay on Hands|Lay on Hands]], [[#Smite|Smite]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Divine Health|Divine Health]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Aura of Courage|Aura of Courage]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paladin Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&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;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 &#039;&#039;Channel Divinity&#039;&#039; 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, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 &#039;&#039;Channel Divinity&#039;&#039; for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Might&#039;&#039;&#039; ===&lt;br /&gt;
The character may spend one &#039;&#039;Channel Divinity&#039;&#039; to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If &#039;&#039;Divine Might&#039;&#039; is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Shield&#039;&#039;&#039; ===&lt;br /&gt;
The character may spend two points of &#039;&#039;Channel Divinity&#039;&#039; to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints. If &#039;&#039;Divine Shield&#039;&#039; is already active, any existing absorption is inherited by the new instance of &#039;&#039;Divine Shield&#039;&#039;. &#039;&#039;Divine Shield&#039;&#039; has a duration of 15 minutes Combat Time.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lay on Hands&#039;&#039;&#039; ===&lt;br /&gt;
Once per round, a Paladin may consume 2 uses of &#039;&#039;Channel Divinity&#039;&#039; to heal themselves or an ally for an amount equal to 3d4 per class level, plus the target&#039;s top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target, and grants immunity to both for 1 minute. If targeting themselves, &#039;&#039;Lay on Hands&#039;&#039; activates instantly, with no action required.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Smite&#039;&#039;&#039; ===&lt;br /&gt;
Once per round, a Paladin may expend 1 use of &#039;&#039;Channel Divinity&#039;&#039; to strike the target of their next normal attack for 2d4 bonus Radiant damage per Paladin class level. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Grace&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin adds half their Paladin level rounded down to their saving throws.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#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#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#Endure_Energy|Endure Energy]]&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#Shield_of_Faith|Shield of Faith]]&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#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#Resist_Energy|Resist Energy]]&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;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spellcasting Progression&#039;&#039;&#039; ===&lt;br /&gt;
Paladins receive the following number of spell slots per level, with bonus slots possible from a high CHA modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Slots (level 1/level 2/level 3)&lt;br /&gt;
|-&lt;br /&gt;
|1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|5 || 2/1&lt;br /&gt;
|-&lt;br /&gt;
|9 || 3/2/1&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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Judge&#039;&#039;&#039;&lt;br /&gt;
| When you [[#Smite|&#039;&#039;Smite&#039;&#039;]] a creature, your [[#Divine Might|&#039;&#039;Divine Might&#039;&#039;]] damage bonus is doubled until its effect expires. In addition, when you [[#Smite|&#039;&#039;Smite&#039;&#039;]] a creature for the first time, the [[#Smite|&#039;&#039;Smite&#039;&#039;]] is executed at no cost. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Jury&#039;&#039;&#039;&lt;br /&gt;
| If you [[#Smite|&#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 Radiant damage each round equal to the [[#Smite|&#039;&#039;Smite&#039;&#039;]] damage broken up into 2 second ticks, 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 [[#Smite|&#039;&#039;Smite&#039;&#039;]], you do additional damage according to its health category: Grazed +2d6, Bloodied +4d8, and Wounded +8d10. This additional damage also strikes enemies within 4m of the slain target and knocks them back 1m.&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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Forge&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] now absorbs damage of all types, and you receive 50% multiplicative damage immunity to all damage whilst your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] is active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, 50% of the post-mitigation damage you take is recorded, and added to your next [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]]. When your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] expires, any remaining absorption is stored and applied to your next [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]]. &#039;&#039;Forge&#039;&#039; may contain a maximum value equal to your maximum hitpoints, and begins filled after a Long Rest.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Anvil&#039;&#039;&#039;&lt;br /&gt;
| When [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] is activated you gain temporary hitpoints equal to half your base [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] absorption limit, for a number of rounds equal to your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your [[#Smite|&#039;&#039;Smite&#039;&#039;]] now also refreshes your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]]&#039;s duration and changes its DR value to your total [[#Smite|&#039;&#039;Smite&#039;&#039;]] damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] now has double the usual absorption limit. Your [[#Smite|&#039;&#039;Smite&#039;&#039;]] now also refreshes your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]]&#039;s duration and changes its Threshold value to your total [[#Smite|&#039;&#039;Smite&#039;&#039;]] damage. &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Tempered&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
If a [[#Smite|&#039;&#039;Smite&#039;&#039;]] expands the Threshold of your [[#Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]], the [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] cost of the [[#Smite|&#039;&#039;Smite&#039;&#039;]] is refunded. The [[#Smite|&#039;&#039;Smite&#039;&#039;]]&#039;s damage is also added to your &#039;&#039;Forge&#039;&#039; counter.&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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Divine Intervention&#039;&#039;&#039;&lt;br /&gt;
| When you use [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]], the target also gains the effects of your [[#Divine Shield|Divine Shield]] at no cost. Furthermore, any excess healing from your [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] is now granted as temporary hitpoints (THP) with the same duration as [[#Divine Shield|Divine Shield]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, upon using [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]], you gain a free use of [[#Smite|Smite]]. These free uses may stack to a maximum of 3.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Deliverance&#039;&#039;&#039;&lt;br /&gt;
| You may nominate a target with the use of your archetype menu to select a target for &#039;&#039;Deliverance&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For 3 rounds following [[#Smite|Smite]], any Radiant damage you deal is applied as temporary hit points (THP) to your &#039;&#039;Deliverance&#039;&#039; target. These THP possess a duration of 3 rounds. If your &#039;&#039;Deliverance&#039;&#039; target is more than 20m distant, you receive the THP instead.&lt;br /&gt;
&lt;br /&gt;
Using [[#Smite|Smite]] again whilst the duration is active adds another 3 rounds to the duration of &#039;&#039;Deliverance&#039;&#039;, to a total maximum duration of 5 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Salvation&#039;&#039;&#039;&lt;br /&gt;
| When your &#039;&#039;Deliverance&#039;&#039; feature grants temporary hitpoints, it also applies the effects of [[Spells#Restoration|&#039;&#039;Restoration&#039;&#039;]], cleansing the target of negative effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, upon using [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] you grant the target the effects of the [[Spells#Death Ward|&#039;&#039;Death Ward&#039;&#039;]] spell. If the target is dead or dying, you first grant the effects of the [[Spells#Raise Dead|&#039;&#039;Raise Dead&#039;&#039;]] spell.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Fighter_V2&amp;diff=1553</id>
		<title>Fighter V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Fighter_V2&amp;diff=1553"/>
		<updated>2026-01-19T08:40:08Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Vitals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighters draw [[#&amp;quot;Power&amp;quot;|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. Their mastery of maneuver usage and general martial combat effectiveness make them a premiere melee or ranged warrior with a very active playstyle. Fighter [[#Archetypes|Archetypes]] enhances the basic warrior with unique maneuvers and a focus on reliable damage, tanking, or support roles.&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 most [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&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 [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex 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 [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&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;
|[[Feats#Maneuver_Knockdown|Maneuver: Knockdown]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Action Surge|Action Surge]], [[#Battle Master|Battle Master I]], [[#Hard Target|Hard Target]], [[#Second Wind|Second Wind]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Archetypes|Archetype Feature I]], [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Battle Master|Battle Master II]], [[#Precision|Precision I]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[#Archetypes|Archetype Feature II]], [[#Battle Master|Battle Master III]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[#Battle Master|Battle Master IV]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[#Archetypes|Archetype Feature III]], [[#Bonus Feats|Bonus Feat]], [[#Precision|Precision II]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fighter Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Knockdown&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Maneuver_Knockdown|Knockdown Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Discipline&#039;&#039;&#039; ===&lt;br /&gt;
The Fighter possesses a reservoir of &#039;&#039;Discipline&#039;&#039;, a resource expended to use abilities that enhance their combat performance, such as [[#Action Surge|&#039;&#039;Action Surge&#039;&#039;]] and [[#Second Wind|&#039;&#039;Second Wind&#039;&#039;]]. One point of &#039;&#039;Discipline&#039;&#039; is restored for every 4 non-minion foes slain, to a maximum capacity equal to the Fighter&#039;s class level plus their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Action Surge&#039;&#039;&#039; ===&lt;br /&gt;
The Fighter consumes 2 [[#Discipline|&#039;&#039;Discipline&#039;&#039;]] to perform an immediate Attack of Opportunity and gain one extra attack per round, for one round. This cannot be used again until two rounds have passed.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Second Wind&#039;&#039;&#039; ===&lt;br /&gt;
The Fighter may consume 2 [[#Discipline|&#039;&#039;Discipline&#039;&#039;]] to restore 50% of their maximum hit points. This cannot be used again until one round has passed.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Fighter receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feats&#039;&#039;&#039; ===&lt;br /&gt;
The character gains an array of bonus feats. The following feats are available: [[Feats#Blind Fight|Blind Fight]], [[Feats#Cleave|Cleave]], Combat Maneuvers (Any), Combat Styles (Any), [[Feats#Deflect Arrows|Deflect Arrows]], [[Feats#Evasion|Evasion]], [[Feats#Improved Unarmed Strike|Improved Unarmed Strike]].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hard Target&#039;&#039;&#039; ===&lt;br /&gt;
The Fighter possesses a 20% multiplicative damage immunity to all damage.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Battle Master&#039;&#039;&#039; ===&lt;br /&gt;
Fighters are supremely proficient in the use of [[General Mechanics Information#Maneuvers|Maneuvers]], and gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Maneuver Bonus&lt;br /&gt;
|-&lt;br /&gt;
|3 || By use of this feat, the Fighter may expend 1 [[#Discipline|&#039;&#039;Discipline&#039;&#039;]] to recover [[General Mechanics Information#Maneuvers|Maneuvers]] equal to their Intelligence modifier.&lt;br /&gt;
|-&lt;br /&gt;
|5 || The Fighter may double their Intelligence modifier when calculating their maximum [[General Mechanics Information#Maneuvers|Maneuver]] capacity.&lt;br /&gt;
|-&lt;br /&gt;
|7 || When using [[Feats#Mass Maneuvers|Mass Maneuvers]], the Fighter is refunded 1 [[General Mechanics Information#Maneuvers|Maneuver]].&lt;br /&gt;
|-&lt;br /&gt;
|9 || The Fighter&#039;s cooldown time upon using [[General Mechanics Information#Maneuvers|Maneuvers]] is halved.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Precision&#039;&#039;&#039; ===&lt;br /&gt;
Fighters are notorious for their accuracy with weapons, and receive the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| +1 AB&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| +2 AB&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vanquisher&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;This is the end.&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;Backswing&#039;&#039;&#039;&lt;br /&gt;
| When you miss an attack, you immediately perform an Attack of Opportunity against the target of the attack. Attacks of Opportunity (AoO) are exempt from this feature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you hit a number of consecutive attacks equal to your total attacks per round, excluding AoO or Cleave attacks, you also perform an Attack of Opportunity. This counter resets upon changing weapons, or exiting combat.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Vanquishing&#039;&#039;&#039;&lt;br /&gt;
| When you perform a [[General Mechanics Information#Maneuvers|Maneuver]], you gain a stack of &#039;&#039;Vanquishing&#039;&#039;. Each stack of &#039;&#039;Vanquishing&#039;&#039; confers a damage bonus equal to half the highest ability modifier contributing to your weapon damage. These stacks last for one minute, with the duration refreshed when a stack is gained. You may have a maximum of four stacks at any one time. &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Flawless Technique&#039;&#039;&#039;&lt;br /&gt;
| Landing a successful [[General Mechanics Information#Maneuvers|Maneuver]] on an enemy while you have stacks of &#039;&#039;Vanquishing&#039;&#039; will deal damage equal to half the highest ability modifier contributing to your weapon damage per stack, plus an additional 1d6 per stack.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Juggernaut&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I have no interest in last stands. This shall be one of many.&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;Inertia&#039;&#039;&#039;&lt;br /&gt;
| Your damage immunity from [[#Hard Target|Hard Target]] increases to 50%.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Momentum&#039;&#039;&#039;&lt;br /&gt;
| You now build &#039;&#039;Momentum&#039;&#039; from various actions. For each point of &#039;&#039;Momentum&#039;&#039; you build, you create or reinforce and refresh the duration of a Damage Resistance effect to all damage with a Threshold equal to your Fighter level plus current &#039;&#039;Momentum&#039;&#039;. Each point of &#039;&#039;Momentum&#039;&#039; gained grants this effect Absorption equal to half your Constitution modifier. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expending [[General Mechanics Information#Maneuvers|Maneuvers]] builds 1 point of &#039;&#039;Momentum&#039;&#039; per [[General Mechanics Information#Maneuvers|Maneuver]]. Expending [[#Discipline|Discipline]] grants you &#039;&#039;Momentum&#039;&#039; equal to 3 plus half your Fighter class level per point spent.&lt;br /&gt;
&lt;br /&gt;
This effect lasts for one minute, whilst each point of &#039;&#039;Momentum&#039;&#039; fades after 3 rounds (this reduces the Threshold of the effect, but does not rescind any contributed Absorption). Any absorption remaining when the effect fades either due to duration or lack of &#039;&#039;Momentum&#039;&#039; is banked and will be reapplied to the Damage Resistance effect when it is recreated.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Pendulum&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Hard Target|Hard Target]] damage immunity increases to 75%. The Threshold for your Damage Resistance from &#039;&#039;Momentum&#039;&#039; is now doubled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For every 10 &#039;&#039;Momentum&#039;&#039; you produce, you gain a point of &#039;&#039;Pendulum&#039;&#039;. If damaged by an enemy within your attack range, you consume a point of &#039;&#039;Pendulum&#039;&#039; to perform an Attack of Opportunity against that enemy.&lt;br /&gt;
&lt;br /&gt;
You may hold a maximum capacity of &#039;&#039;Pendulum&#039;&#039; equal to your Constitution modifier.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Marshal&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I shall carve the path to victory. I ask only that you know how to follow.&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;Rally&#039;&#039;&#039;&lt;br /&gt;
| You gain access to a unique [[General Mechanics Information#Maneuvers|Maneuver]], &#039;&#039;Rally&#039;&#039;. This costs 2 [[General Mechanics Information#Maneuvers|Maneuvers]], and targets one ally. That ally is cleared of any negative effects, receives a damage bonus equal to your Charisma modifier for one minute, and gains temporary hit points equivalent to the healing value of a [[Spells#Cure Moderate Wounds|&#039;&#039;Cure Moderate Wounds&#039;&#039;]] spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If at or below 0 hit points, the target is also revived as if by a [[Spells#Raise Dead|&#039;&#039;Raise Dead&#039;&#039;]] spell.&lt;br /&gt;
&lt;br /&gt;
Mass: For 4 [[General Mechanics Information#Maneuvers|Maneuvers]], Apply these same effects to all allies within 10m of the target.&lt;br /&gt;
&lt;br /&gt;
In addition, when you use [[#Second Wind|Second Wind]], any overhealing is stored as a reserve of healing, to a maximum of 50% of your maximum hitpoints. This healing is distributed to any damaged targets of your &#039;&#039;Rally&#039;&#039; [[General Mechanics Information#Maneuvers|Maneuver]], until the creature is at full hitpoints. This prioritises the target closest to the centre of the &#039;&#039;Rally&#039;&#039; area, if the Mass variant of &#039;&#039;Rally&#039;&#039; is used.&lt;br /&gt;
&lt;br /&gt;
Finally, you may add your Charisma modifier to your maximum [[#Discipline|Discipline]] score.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Hard Corps&#039;&#039;&#039;&lt;br /&gt;
| You grant targets affected by your &#039;&#039;Rally&#039;&#039; the effects of your [[#Hard Target|&#039;&#039;Hard Target&#039;&#039;]] and [[#Precision|&#039;&#039;Precision&#039;&#039;]] class features.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Call to Action&#039;&#039;&#039;&lt;br /&gt;
| When you use [[#Action Surge|&#039;&#039;Action Surge&#039;&#039;]], allies within 10m of you also receive the effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each [[General Mechanics Information#Maneuvers|Maneuver]] you expend, you gain a stack of &#039;&#039;Call to Action&#039;&#039;. Upon reaching 10 stacks, the counter is reset and your next [[#Action Surge|&#039;&#039;Action Surge&#039;&#039;]] may be executed without cost.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Barbarian_V2&amp;diff=1552</id>
		<title>Barbarian V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Barbarian_V2&amp;diff=1552"/>
		<updated>2026-01-17T09:18:30Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Agitator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Barbarians draw [[&amp;quot;Power&amp;quot;|Power]] from primal energies within themselves, growing supernaturally strong and durable as the adrenaline flows. They possess the highest base hit points of every class, and their core abilities either trigger automatically or build up resources as they take damage. Their various [[#Archetypes|Archetypes]] allow them to supplement their basic frontline warrior foundation with increased damage, more efficient and effective tanking, or support abilities.&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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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. It also contributes to core class features and some optional retributive fighting styles.&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 [[General_Mechanics_Information#Maneuvers|Maneuver]] pool and Reflex 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 certain archetype features, support [[General_Mechanics_Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&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 Die&#039;&#039;&#039;: d12 (12 HP per Level)&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;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;
|&#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;
|[[Feats#Maneuver_Knockback|Maneuver: Knockback]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Uncanny Dodge|Uncanny Dodge]], [[#Robust Defense|Robust Defense]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Rage|Rage]], [[#Grit|Grit I]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Uncanny_Dodge_II|Uncanny Dodge II]], [[#Bonus_Feat:_Maneuver|Bonus Feat: Maneuver]] &lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Rage|Rage II]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[#Uncanny_Dodge_III|Uncanny Dodge III]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[#Rage|Rage III]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Barbarian Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Knockback&#039;&#039;&#039; ===&lt;br /&gt;
The Barbarian receives the [[Feats#Maneuver_Knockback|Knockback Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Barbarian receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge&#039;&#039;&#039; ===&lt;br /&gt;
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Robust Defense&#039;&#039;&#039; ===&lt;br /&gt;
The character&#039;s physical endurance can supplement lacking agility, if necessary. They may combine their Dexterity and Constitution modifiers when calculating their AC, the total of which remains subject to their armour&#039;s maximum dexterity bonus (or 10, if unarmoured).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rage&#039;&#039;&#039; ===&lt;br /&gt;
A Barbarian may enter a &#039;&#039;Rage&#039;&#039;. They may use this ability once per rest per class level plus their Constitution modifier, and the &#039;&#039;Rage&#039;&#039; lasts one minute per use. The Barbarian regains a use of &#039;&#039;Rage&#039;&#039; for every 4 non-minion foes slain. &#039;&#039;Rage&#039;&#039; activates automatically without consuming a feat use upon the barbarian&#039;s hit points being reduced to the Grazed, Bloodied, or Injured states. &lt;br /&gt;
&lt;br /&gt;
By manually activating the &#039;&#039;Rage&#039;&#039; feat whilst already in &#039;&#039;Rage&#039;&#039; , the barbarian instead consumes 3 uses to both refresh the &#039;&#039;Rage&#039;&#039; duration and gain an amount of [[#Grit|&#039;&#039;Grit&#039;&#039;]] equal to half their maximum hit points. Using &#039;&#039;Rage&#039;&#039; in this way carries a cooldown of one round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rage&#039;&#039; increases the Barbarian&#039;s attack damage, and will saving throws. This &#039;&#039;Rage&#039;&#039; increases in power with the Barbarian&#039;s class level: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Will Saves&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| +1d6&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
| +2d6&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| +2d10&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Grit&#039;&#039;&#039; ===&lt;br /&gt;
The barbarian possesses a pool of &#039;&#039;Grit&#039;&#039;, a measure of their tenacity and physical endurance beyond ordinary limits. 25% of the damage dealt to the barbarian is converted into &#039;&#039;Grit&#039;&#039;, with a maximum capacity equal to their maximum hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grit&#039;&#039; is consumed to regenerate the barbarian&#039;s hit points at a rate dependent on their current damage state, Constitution modifier, and level - as detailed below. Each hit point regenerated consumes one point of &#039;&#039;Grit&#039;&#039;. The Barbarian cannot perish whilst they have &#039;&#039;Grit&#039;&#039; remaining.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Health Category !! Regeneration Rate&lt;br /&gt;
|-&lt;br /&gt;
| Scratched || [CON] per 6 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Grazed || [CON] per 2s&lt;br /&gt;
|-&lt;br /&gt;
| Bloodied || [CON + Level] per 1s&lt;br /&gt;
|-&lt;br /&gt;
| Injured || [(CON + Level) * 4] per 1s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Grudge&#039;&#039;&#039; ===&lt;br /&gt;
By toggling the [[#Grit|&#039;&#039;Grit&#039;&#039;]] feat, a barbarian may enter the &#039;&#039;Grudge&#039;&#039; state. Instead of regenerating hit points, the barbarian consumes their [[#Grit|&#039;&#039;Grit&#039;&#039;]] meter to deal an additional instance of damage on a successful attack. This may only occur once per attack &#039;flurry&#039;.&lt;br /&gt;
&lt;br /&gt;
An amount is consumed dependent on the amount of [[#Grit|&#039;&#039;Grit&#039;&#039;]] currently held (detailed below), rounded down to the nearest multiple of 10.&lt;br /&gt;
Every 10 points of [[#Grit|&#039;&#039;Grit&#039;&#039;]] consumed deals 1d6 physical damage, with a minimum consumption of 10 [[#Grit|&#039;&#039;Grit&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
Upon toggling either to or from &#039;&#039;Grudge&#039;&#039;, one round must pass before the barbarian may change state again.&lt;br /&gt;
&lt;br /&gt;
The inability to perish granted by [[#Grit|&#039;&#039;Grit&#039;&#039;]] is disabled whilst in the &#039;&#039;Grudge&#039;&#039; state.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[#Grit|&#039;&#039;Grit Gauge&#039;&#039;]] !! Consumed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;34% || 10%&lt;br /&gt;
|-&lt;br /&gt;
| 35%+ || 20%&lt;br /&gt;
|-&lt;br /&gt;
| 75%+ || 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge II&#039;&#039;&#039; ===&lt;br /&gt;
The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed.&lt;br /&gt;
&lt;br /&gt;
This feat also grants a +1 bonus on reflex saving throws made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Maneuver&#039;&#039;&#039; ===&lt;br /&gt;
The character receives a bonus feat that may be used to learn a Maneuver of their choice.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Uncanny Dodge III&#039;&#039;&#039; ===&lt;br /&gt;
The character gains an additional +1 bonus to reflex saving throws made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Berserker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;BLEEEUUUAAARRRGGGHHH!&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;Berserk&#039;&#039;&#039;&lt;br /&gt;
| You now also enter [[#Rage|&#039;&#039;Rage&#039;&#039;]] if you slay a non-minion enemy. One round after entering [[#Rage|&#039;&#039;Rage&#039;&#039;]] through any means, you become &#039;&#039;Berserk&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Whilst &#039;&#039;Berserk&#039;&#039;: &lt;br /&gt;
* You gain a bonus attack per round.&lt;br /&gt;
* Your [[#Rage|&#039;&#039;Rage&#039;&#039;]] damage bonus is doubled.&lt;br /&gt;
* Your [[#Grudge|&#039;&#039;Grudge&#039;&#039;]] attacks consume 50% less [[#Grit|&#039;&#039;Grit&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
| [[#Grudge|&#039;&#039;Grudge&#039;&#039;]] attacks now begin or refresh the duration of your [[#Rage|&#039;&#039;Rage&#039;&#039;]]. Making a [[#Grudge|&#039;&#039;Grudge&#039;&#039;]] attack whilst under the effects of [[#Rage|&#039;&#039;Rage&#039;&#039;]] grants you one bonus attack per round for the remaining duration of your [[#Rage|&#039;&#039;Rage&#039;&#039;]]. In addition, you regain hitpoints when making [[#Grudge|&#039;&#039;Grudge&#039;&#039;]] attacks equal to the amount of [[#Grudge|&#039;&#039;Grudge&#039;&#039;]] damage rolled.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Apoplexy&#039;&#039;&#039;&lt;br /&gt;
| You push yourself even further beyond. Once under the effects of both &#039;&#039;Berserk&#039;&#039; and &#039;&#039;Frenzy&#039;&#039;, you may become truly apoplectic, pushing your body beyond its limits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By use of this feat, you may gain one additional attack per round, at a cost of 40 Internal damage dealt to yourself every 2 seconds.&lt;br /&gt;
&lt;br /&gt;
This feature disables automatically if your health is reduced to 1, or upon using this feat a second time. Once disabled, this feature cannot be used again for one minute.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Behemoth&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I&#039;ll give you the first hit. Better make it count.&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;Meaty&#039;&#039;&#039;&lt;br /&gt;
| The amount of hit point regeneration you receive from [[#Grit|&#039;&#039;Grit&#039;&#039;]] is doubled, without an increase in cost. Your [[#Rage|&#039;&#039;Rage&#039;&#039;]] now begins upon taking any damage at all.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Seasoned&#039;&#039;&#039;&lt;br /&gt;
| Upon gaining [[#Grit|&#039;&#039;Grit&#039;&#039;]] from the reactivation of [[#Rage|&#039;&#039;Rage&#039;&#039;]], you also receive temporary hitpoints (THP) equal to half the [[#Grit|&#039;&#039;Grit&#039;&#039;]] received. These THP last for a duration of one minute, and can stack with further applications.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Tenderized&#039;&#039;&#039;&lt;br /&gt;
| The amount of hit point regeneration you receive from [[#Grit|&#039;&#039;Grit&#039;&#039;]] is now tripled, with no increase in cost. In addition, your [[#Grudge|&#039;&#039;Grudge&#039;&#039;]] attacks now apply their rolled damage value to you as temporary hitpoints that last for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Agitator&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Let&#039;s do &#039;em, lads!&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;Instigator&#039;&#039;&#039;&lt;br /&gt;
| You project a 10m aura while under the effects of [[#Rage|&#039;&#039;Rage&#039;&#039;]]. Allies within this aura gain the effects of your [[#Rage|&#039;&#039;Rage&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
You also add your Charisma modifier to your Constitution modifier for the purposes of hitpoints regenerated via [[#Grit|&#039;&#039;Grit&#039;&#039;]], and [CHA * Class Level] to your total [[#Grit|&#039;&#039;Grit&#039;&#039;]] capacity.&lt;br /&gt;
&lt;br /&gt;
Finally, you now add your Charisma modifier to your maximum [[#Rage|&#039;&#039;Rage&#039;&#039;]] capacity, and as a number of rounds to the duration of your [[#Rage|&#039;&#039;Rage&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Stoking the Coals&#039;&#039;&#039;&lt;br /&gt;
| By use of this feat, you may toggle a mode wherein your healing from [[#Grit|&#039;&#039;Grit&#039;&#039;]] instead applies to the ally with the lowest hitpoints within your aura, rather than yourself (unless you are the ally with the lowest hitpoints).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are in [[#Grudge|&#039;&#039;Grudge&#039;&#039;]] mode, upon making a [[#Grudge|&#039;&#039;Grudge&#039;&#039;]] attack you grant one extra attack per round to allies within your aura for 3 rounds. Further [[#Grudge|&#039;&#039;Grudge&#039;&#039;]] attacks extend the duration.&lt;br /&gt;
&lt;br /&gt;
Your [[#Grit|&#039;&#039;Grit&#039;&#039;]] healing also increases in efficiency, granting +10% hitpoints per Charisma modifier without an increase in cost.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Mob Rule&#039;&#039;&#039;&lt;br /&gt;
| When you manually expend [[#Rage|&#039;&#039;Rage&#039;&#039;]] while [[#Rage|&#039;&#039;Rage&#039;&#039;]] is active, allies currently within your aura gain +1 damage per point of Charisma modifier of allies within the aura at the time of activation, to a maximum of +10 damage. This effect lasts a number of rounds equal to 10 + the total Charisma modifier of all allies within the aura, to a maximum of 5 minutes. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Cleric_V2&amp;diff=1551</id>
		<title>Cleric V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Cleric_V2&amp;diff=1551"/>
		<updated>2026-01-16T23:12:56Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Ascendant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics draw [[&amp;quot;Power|Power]] from their Devotion to a religious path. Their [[#Spells|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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, [[General Mechanics Information#Metamagic|Metamagic]] Pool) and the potency of [[#Channel Divinity|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 [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom  (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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 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;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine_Polarity|Divine Polarity]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Channel Divinity: Turning|Channel Divinity: Turning]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]], [[#Divine_Polarity|Energy Affinity]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cleric Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Polarity&#039;&#039;&#039; ===&lt;br /&gt;
Clerics choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity: Turning&#039;&#039;&#039; ===&lt;br /&gt;
The character may target a location within Short (8m) range to release a wave of pure conviction, striking enemies within a 6m radius sphere. Struck enemies must succeed at a saving throw (Will, DC: 10 + Cleric Level + Paladin Level + Highest of WIS/CHA; Negates) or suffer the Fear effect for 3 rounds. These enemies also receive Psychic damage equal to the character&#039;s combined Wisdom and Charisma modifiers, halved if the target succeeded their saving throw. In addition, the character restores Metamagic equal to half their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
The effects of this ability are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
The Cleric receives a free Channel Divinity feat of their choice, from the list below:&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Divine Might&#039;&#039;&#039; =====&lt;br /&gt;
The character may spend one &#039;&#039;Channel Divinity&#039;&#039; to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If &#039;&#039;Divine Might&#039;&#039; is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Divine Shield&#039;&#039;&#039; =====&lt;br /&gt;
The character may spend two points of Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints.&lt;br /&gt;
&lt;br /&gt;
If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes Combat Time. &lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Beneficence&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to instantly heal your most damaged ally within 20m for hitpoints equal to your highest memorised Cure Wounds spell. Excess granted as Temporary Hit Points.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Ablution&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to apply the effects of Lesser Restoration or Restoration to allies in a 10m sphere, with a range of 20m. Spells must be memorised.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Condemnation&#039;&#039;&#039; =====&lt;br /&gt;
Consume 2 Channel Divinity to apply a DoT inflicting 1d4 + WIS Radiant damage every 3 seconds to enemies in a 10m sphere, with a range of 20m, lasting 3 rounds (Requires Action).&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Consecration&#039;&#039;&#039; =====&lt;br /&gt;
Consume 2 Channel Divinity to create a 5m radius area centered around the cleric for 1 minute inflicting 1d4 + [WIS / 2] Radiant damage per 3 seconds to enemies within (Requires Action)&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Succor&#039;&#039;&#039; =====&lt;br /&gt;
Consume 3 Channel Divinity to grant a target the effects of a Short Rest. The target must complete a Rest to be eligible for this effect again.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Sanctification&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to apply a Retaliation effect to yourself or an ally [Trigger: Attacks, Damage: 3d2 + WIS Radiant, Limit: [WIS * 2] Attacks, Duration: 15m Combat Time, Cooldown: 5s, per-Attacker]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Fervor&#039;&#039;&#039; =====&lt;br /&gt;
Consume 5 Channel Divinity to grant the target a bonus attack per round for a number of rounds equal to your Wisdom modifier.&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#Cure_Minor_Wounds|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_Energy|Endure Energy]]&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#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#Freedom_of_Movement|Freedom]]&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#Restoration|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#Resist_Energy|Resist Energy]]&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#Fear|Fear]]&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#Negative_Energy_Burst|Negative Energy Burst]]&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_Energy|Protection From Energy]]&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#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#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;
&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, everyone 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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
| You gain a new resource pool, &#039;&#039;Divine Power&#039;&#039;, with a maximum capacity equal to thrice your Wisdom modifier. For each point of [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] you consume, you gain &#039;&#039;Divine Power&#039;&#039; equal to half your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may consume &#039;&#039;Divine Power&#039;&#039; to cast a selection of spells using your archetype menu, as below. You must have the spell currently memorised, though it need not be readied. Warding and enhancement spells are cast on yourself (or on the target of your next normal attack, if a harmful spell) instantly, with no cast time. Hostile spell options possess a cooldown period of one round. These spells consume [[General Mechanics Information#Metamagic|Metamagic]] as usual.&lt;br /&gt;
&lt;br /&gt;
Whilst you harbour any &#039;&#039;Divine Power&#039;&#039;, you receive a multiplicative 30% physical damage immunity effect.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the [[Feats#Martial Weapon Proficiency|Martial Weapon Proficiency]] and [[Feats#Simple Weapon Mastery|Simple Weapon Mastery]] feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Bane|Bane]] + [[Spells#Doom|Doom]] || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Aid|Aid]] || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cure Wounds || [Spell Level]&lt;br /&gt;
|-&lt;br /&gt;
|Inflict Wounds || [Spell Level]&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Resist Elements|Resist Elements]] || 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force&#039;&#039;&#039;&lt;br /&gt;
| Your Divine Power spell list is expanded to include the following spells, with some options upgraded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Bane|Bane]] + [[Spells#Doom|Doom]] + [[Spells#Prayer|Prayer]] (replaces [[Spells#Bane|Bane]] + [[Spells#Doom|Doom]]) || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Protection From Elements|Protection From Elements]] (replaces [[Spells#Resist Elements|Resist Elements]]) || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Death Ward|Death Ward]] || 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Obliteration&#039;&#039;&#039;&lt;br /&gt;
| Your Divine Power spell list is expanded to include the following spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Battletide|Battletide]] || 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Healing_Circle|Healing Circle]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Slay_Living|Slay Living]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Monstrous_Regeneration|Monstrous Regeneration]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Votive&#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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Yajna&#039;&#039;&#039;&lt;br /&gt;
| You gain a new [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] option, &#039;&#039;Yajna&#039;&#039;. This allows you to enter a channeling state wherein you forsake the ability to perform any actions other than maintaining &#039;&#039;Yajna&#039;&#039; effects. Using the feat again whilst in this state allows you to target a creature, expending 1 [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] and applying a &#039;&#039;Yajna&#039;&#039; effect. Applying &#039;&#039;Yajna&#039;&#039; effects consumes [[General Mechanics Information#Metamagic|Metamagic]] ([[Feats#Empower Spell|Empower]], [[Feats#Extend Spell|Extend]], [[Feats#Heighten Spell|Heighten]], [[Feats#Quicken Spell|Quicken]]) like a spell. Whilst channeling you gain 50% multiplicative damage immunity to all damage and complete immunity to all Hard Control effects. Attacking, casting a spell, or moving will cancel the state.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whilst under the effects of &#039;&#039;Yajna&#039;&#039;, for 10 ticks the target is harmed or healed every 3 seconds. You may create as many concurrent &#039;&#039;Yajna&#039;&#039; effects as you wish. You may dispel &#039;&#039;Yajna&#039;&#039; effects by targeting the creature again. Quicken increases the tick rate from 3s to 2s. Ticks of &#039;&#039;Yajna&#039;&#039; also increase the Limit of Implement Fighting&#039;s Retaliation effect as if they were an attack or spellcast.&lt;br /&gt;
&lt;br /&gt;
* Healing equals your combined WIS and CHA modifiers, weapon EB, plus your [[Feats#Channel Divinity: Divine Shield|Divine Shield]] Threshold.&lt;br /&gt;
* Healing in excess of the target&#039;s maximum HP is granted as temporary hitpoints (THP) for 1 minute.&lt;br /&gt;
&lt;br /&gt;
* Damage dealt is equal to your combined WIS and CHA modifiers, weapon EB, Rune damage, and [[Feats#Channel Divinity: Divine Might|Divine Might]] if active. &lt;br /&gt;
* The target receives a Will save to half the damage, with DC equal to your highest spell DC.&lt;br /&gt;
* If an enemy perishes under the effects of &#039;&#039;Yajna&#039;&#039;, it transfers to the nearest enemy within 20m of both the enemy and yourself.&lt;br /&gt;
* &#039;&#039;Yajna&#039;&#039; effects that only deal damage refund their [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] cost upon expiry.&lt;br /&gt;
&lt;br /&gt;
This power comes at a cost, however. Upon each tick, your Embers gauge increases by 4%, or 1% if over 100%. If the gauge exceeds 100%, you begin to receive damage at a rate of 1 Internal damage per 1% excess, every 2 seconds. The gauge decays by 5% per second once you have not gained Embers for one round.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the [[Feats#Robust_Defense|Robust Defense]] and [[Feats#Improved_Unarmed_Strike|Improved Unarmed Strike]] feats.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Bhakti&#039;&#039;&#039;&lt;br /&gt;
| Allies receiving the effects of &#039;&#039;Yajna&#039;&#039; receive a 20% multiplicative damage immunity to all damage for the duration of the effect. Enemies instead receive a 20% damage vulnerability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Healing hitpoints with &#039;&#039;Yajna&#039;&#039; now also extinguishes &#039;&#039;Embers&#039;&#039;, reducing 1% per hitpoint restored while below 100% Embers, and 1% per 5 hitpoints restored if over 100% &#039;&#039;Embers&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Nirvana&#039;&#039;&#039;&lt;br /&gt;
| Once per minute, you may immediately purge your entire &#039;&#039;Embers&#039;&#039; gauge. If this free use of &#039;&#039;Nirvana&#039;&#039; is on cooldown, you may opt to expend 1 [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] to extinguish these &#039;&#039;Embers&#039;&#039; instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ascendant&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Beyond mortal limits.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Ascension&#039;&#039;&#039;&lt;br /&gt;
| You gain an &#039;&#039;Ascension&#039;&#039; gauge and track. Expending [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] fills your Ascension gauge, with a duration of [WIS] seconds for each [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] expended. If the &#039;&#039;Ascension&#039;&#039; effect is already active, its duration is extended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whilst &#039;&#039;Ascension&#039;&#039; is active, your &#039;&#039;Ascension&#039;&#039; track (visible on your archetype menu) progresses, draining the gauge. The &#039;&#039;Ascension&#039;&#039; track consists of consecutive segments for each of your castable spell levels. The track progresses in 1s ticks, with [Spell Level + 1] ticks required to fill these segments, in sequence. Once a segment is filled, you receive a free spellcast (Freecast) of a harmful spell at that level. When the track ends, it resets and begins refilling from zero. If a spell level already has a Freecast, the track will cease progression until that Freecast is used. After a Long Rest, your &#039;&#039;Ascension&#039;&#039; track begins with a Freecast at each spell level.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Majesty&#039;&#039;&#039;&lt;br /&gt;
| Whilst your &#039;&#039;Ascension&#039;&#039; gauge is active, enemies affected by your damaging Cleric spells suffer the effects of Blindness for 1 round (Reflex, DC: Spell; Negates).  &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Apotheosis&#039;&#039;&#039;&lt;br /&gt;
| When an enemy fails their save versus your &#039;&#039;Majesty&#039;&#039; feature, they suffer a DoT effect with damage equal to half your Wisdom modifier every 3s for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Cleric_V2&amp;diff=1550</id>
		<title>Cleric V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Cleric_V2&amp;diff=1550"/>
		<updated>2026-01-16T23:11:27Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Ascendant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics draw [[&amp;quot;Power|Power]] from their Devotion to a religious path. Their [[#Spells|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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, [[General Mechanics Information#Metamagic|Metamagic]] Pool) and the potency of [[#Channel Divinity|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 [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom  (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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 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;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine_Polarity|Divine Polarity]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Channel Divinity: Turning|Channel Divinity: Turning]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]], [[#Divine_Polarity|Energy Affinity]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cleric Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Polarity&#039;&#039;&#039; ===&lt;br /&gt;
Clerics choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity: Turning&#039;&#039;&#039; ===&lt;br /&gt;
The character may target a location within Short (8m) range to release a wave of pure conviction, striking enemies within a 6m radius sphere. Struck enemies must succeed at a saving throw (Will, DC: 10 + Cleric Level + Paladin Level + Highest of WIS/CHA; Negates) or suffer the Fear effect for 3 rounds. These enemies also receive Psychic damage equal to the character&#039;s combined Wisdom and Charisma modifiers, halved if the target succeeded their saving throw. In addition, the character restores Metamagic equal to half their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
The effects of this ability are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
The Cleric receives a free Channel Divinity feat of their choice, from the list below:&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Divine Might&#039;&#039;&#039; =====&lt;br /&gt;
The character may spend one &#039;&#039;Channel Divinity&#039;&#039; to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If &#039;&#039;Divine Might&#039;&#039; is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Divine Shield&#039;&#039;&#039; =====&lt;br /&gt;
The character may spend two points of Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints.&lt;br /&gt;
&lt;br /&gt;
If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes Combat Time. &lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Beneficence&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to instantly heal your most damaged ally within 20m for hitpoints equal to your highest memorised Cure Wounds spell. Excess granted as Temporary Hit Points.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Ablution&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to apply the effects of Lesser Restoration or Restoration to allies in a 10m sphere, with a range of 20m. Spells must be memorised.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Condemnation&#039;&#039;&#039; =====&lt;br /&gt;
Consume 2 Channel Divinity to apply a DoT inflicting 1d4 + WIS Radiant damage every 3 seconds to enemies in a 10m sphere, with a range of 20m, lasting 3 rounds (Requires Action).&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Consecration&#039;&#039;&#039; =====&lt;br /&gt;
Consume 2 Channel Divinity to create a 5m radius area centered around the cleric for 1 minute inflicting 1d4 + [WIS / 2] Radiant damage per 3 seconds to enemies within (Requires Action)&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Succor&#039;&#039;&#039; =====&lt;br /&gt;
Consume 3 Channel Divinity to grant a target the effects of a Short Rest. The target must complete a Rest to be eligible for this effect again.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Sanctification&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to apply a Retaliation effect to yourself or an ally [Trigger: Attacks, Damage: 3d2 + WIS Radiant, Limit: [WIS * 2] Attacks, Duration: 15m Combat Time, Cooldown: 5s, per-Attacker]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Fervor&#039;&#039;&#039; =====&lt;br /&gt;
Consume 5 Channel Divinity to grant the target a bonus attack per round for a number of rounds equal to your Wisdom modifier.&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#Cure_Minor_Wounds|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_Energy|Endure Energy]]&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#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#Freedom_of_Movement|Freedom]]&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#Restoration|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#Resist_Energy|Resist Energy]]&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#Fear|Fear]]&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#Negative_Energy_Burst|Negative Energy Burst]]&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_Energy|Protection From Energy]]&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#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#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;
&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, everyone 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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
| You gain a new resource pool, &#039;&#039;Divine Power&#039;&#039;, with a maximum capacity equal to thrice your Wisdom modifier. For each point of [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] you consume, you gain &#039;&#039;Divine Power&#039;&#039; equal to half your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may consume &#039;&#039;Divine Power&#039;&#039; to cast a selection of spells using your archetype menu, as below. You must have the spell currently memorised, though it need not be readied. Warding and enhancement spells are cast on yourself (or on the target of your next normal attack, if a harmful spell) instantly, with no cast time. Hostile spell options possess a cooldown period of one round. These spells consume [[General Mechanics Information#Metamagic|Metamagic]] as usual.&lt;br /&gt;
&lt;br /&gt;
Whilst you harbour any &#039;&#039;Divine Power&#039;&#039;, you receive a multiplicative 30% physical damage immunity effect.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the [[Feats#Martial Weapon Proficiency|Martial Weapon Proficiency]] and [[Feats#Simple Weapon Mastery|Simple Weapon Mastery]] feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Bane|Bane]] + [[Spells#Doom|Doom]] || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Aid|Aid]] || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cure Wounds || [Spell Level]&lt;br /&gt;
|-&lt;br /&gt;
|Inflict Wounds || [Spell Level]&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Resist Elements|Resist Elements]] || 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force&#039;&#039;&#039;&lt;br /&gt;
| Your Divine Power spell list is expanded to include the following spells, with some options upgraded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Bane|Bane]] + [[Spells#Doom|Doom]] + [[Spells#Prayer|Prayer]] (replaces [[Spells#Bane|Bane]] + [[Spells#Doom|Doom]]) || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Protection From Elements|Protection From Elements]] (replaces [[Spells#Resist Elements|Resist Elements]]) || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Death Ward|Death Ward]] || 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Obliteration&#039;&#039;&#039;&lt;br /&gt;
| Your Divine Power spell list is expanded to include the following spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Battletide|Battletide]] || 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Healing_Circle|Healing Circle]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Slay_Living|Slay Living]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Monstrous_Regeneration|Monstrous Regeneration]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Votive&#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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Yajna&#039;&#039;&#039;&lt;br /&gt;
| You gain a new [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] option, &#039;&#039;Yajna&#039;&#039;. This allows you to enter a channeling state wherein you forsake the ability to perform any actions other than maintaining &#039;&#039;Yajna&#039;&#039; effects. Using the feat again whilst in this state allows you to target a creature, expending 1 [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] and applying a &#039;&#039;Yajna&#039;&#039; effect. Applying &#039;&#039;Yajna&#039;&#039; effects consumes [[General Mechanics Information#Metamagic|Metamagic]] ([[Feats#Empower Spell|Empower]], [[Feats#Extend Spell|Extend]], [[Feats#Heighten Spell|Heighten]], [[Feats#Quicken Spell|Quicken]]) like a spell. Whilst channeling you gain 50% multiplicative damage immunity to all damage and complete immunity to all Hard Control effects. Attacking, casting a spell, or moving will cancel the state.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whilst under the effects of &#039;&#039;Yajna&#039;&#039;, for 10 ticks the target is harmed or healed every 3 seconds. You may create as many concurrent &#039;&#039;Yajna&#039;&#039; effects as you wish. You may dispel &#039;&#039;Yajna&#039;&#039; effects by targeting the creature again. Quicken increases the tick rate from 3s to 2s. Ticks of &#039;&#039;Yajna&#039;&#039; also increase the Limit of Implement Fighting&#039;s Retaliation effect as if they were an attack or spellcast.&lt;br /&gt;
&lt;br /&gt;
* Healing equals your combined WIS and CHA modifiers, weapon EB, plus your [[Feats#Channel Divinity: Divine Shield|Divine Shield]] Threshold.&lt;br /&gt;
* Healing in excess of the target&#039;s maximum HP is granted as temporary hitpoints (THP) for 1 minute.&lt;br /&gt;
&lt;br /&gt;
* Damage dealt is equal to your combined WIS and CHA modifiers, weapon EB, Rune damage, and [[Feats#Channel Divinity: Divine Might|Divine Might]] if active. &lt;br /&gt;
* The target receives a Will save to half the damage, with DC equal to your highest spell DC.&lt;br /&gt;
* If an enemy perishes under the effects of &#039;&#039;Yajna&#039;&#039;, it transfers to the nearest enemy within 20m of both the enemy and yourself.&lt;br /&gt;
* &#039;&#039;Yajna&#039;&#039; effects that only deal damage refund their [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] cost upon expiry.&lt;br /&gt;
&lt;br /&gt;
This power comes at a cost, however. Upon each tick, your Embers gauge increases by 4%, or 1% if over 100%. If the gauge exceeds 100%, you begin to receive damage at a rate of 1 Internal damage per 1% excess, every 2 seconds. The gauge decays by 5% per second once you have not gained Embers for one round.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the [[Feats#Robust_Defense|Robust Defense]] and [[Feats#Improved_Unarmed_Strike|Improved Unarmed Strike]] feats.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Bhakti&#039;&#039;&#039;&lt;br /&gt;
| Allies receiving the effects of &#039;&#039;Yajna&#039;&#039; receive a 20% multiplicative damage immunity to all damage for the duration of the effect. Enemies instead receive a 20% damage vulnerability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Healing hitpoints with &#039;&#039;Yajna&#039;&#039; now also extinguishes &#039;&#039;Embers&#039;&#039;, reducing 1% per hitpoint restored while below 100% Embers, and 1% per 5 hitpoints restored if over 100% &#039;&#039;Embers&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Nirvana&#039;&#039;&#039;&lt;br /&gt;
| Once per minute, you may immediately purge your entire &#039;&#039;Embers&#039;&#039; gauge. If this free use of &#039;&#039;Nirvana&#039;&#039; is on cooldown, you may opt to expend 1 [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] to extinguish these &#039;&#039;Embers&#039;&#039; instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ascendant&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Beyond mortal limits.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Ascension&#039;&#039;&#039;&lt;br /&gt;
| You gain an &#039;&#039;Ascension&#039;&#039; gauge and track. Expending [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] fills your Ascension gauge, with a duration of [WIS] seconds for each [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] expended. If the &#039;&#039;Ascension&#039;&#039; effect is already active, its duration is extended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whilst &#039;&#039;Ascension&#039;&#039; is active, your &#039;&#039;Ascension&#039;&#039; track (visible on your archetype menu) progresses, draining the gauge. The &#039;&#039;Ascension&#039;&#039; track consists of consecutive segments for each of your castable spell levels. The track progresses in 1s ticks, with [Spell Level + 1] ticks required to fill these segments, in sequence. Once a segment is filled, you receive a free spellcast (Freecast) of a harmful spell at that level. When the track ends, it resets and begins refilling from zero. If a spell level already has a Freecast, the track will cease progression until that Freecast is used. After a Long Rest, your &#039;&#039;Ascension&#039;&#039; track begins with a Freecast at each spell level.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Majesty&#039;&#039;&#039;&lt;br /&gt;
| Whilst your &#039;&#039;Ascension&#039;&#039; gauge is active, enemies affected by your damaging Cleric spells suffer the effects of Blindness for 1 round (Reflex, DC: Spell; Negates).  &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Apotheosis&#039;&#039;&#039;&lt;br /&gt;
| When you cast an area of effect Cleric damage spell, one round later the area is blasted by energy of your [[#Divine_Polarity|&#039;&#039;Divine Polarity&#039;&#039;]]. Any enemies within 10m of the spell&#039;s origin point suffer 1d4 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;
When an enemy fails their save versus your &#039;&#039;Majesty&#039;&#039; feature, they suffer a DoT effect with damage equal to half your Wisdom modifier every 3s for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Cleric_V2&amp;diff=1549</id>
		<title>Cleric V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Cleric_V2&amp;diff=1549"/>
		<updated>2026-01-13T22:31:52Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Ascendant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics draw [[&amp;quot;Power|Power]] from their Devotion to a religious path. Their [[#Spells|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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, [[General Mechanics Information#Metamagic|Metamagic]] Pool) and the potency of [[#Channel Divinity|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 [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom  (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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 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;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine_Polarity|Divine Polarity]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Channel Divinity: Turning|Channel Divinity: Turning]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]], [[#Divine_Polarity|Energy Affinity]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cleric Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Polarity&#039;&#039;&#039; ===&lt;br /&gt;
Clerics choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity: Turning&#039;&#039;&#039; ===&lt;br /&gt;
The character may target a location within Short (8m) range to release a wave of pure conviction, striking enemies within a 6m radius sphere. Struck enemies must succeed at a saving throw (Will, DC: 10 + Cleric Level + Paladin Level + Highest of WIS/CHA; Negates) or suffer the Fear effect for 3 rounds. These enemies also receive Psychic damage equal to the character&#039;s combined Wisdom and Charisma modifiers, halved if the target succeeded their saving throw. In addition, the character restores Metamagic equal to half their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
The effects of this ability are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
The Cleric receives a free Channel Divinity feat of their choice, from the list below:&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Divine Might&#039;&#039;&#039; =====&lt;br /&gt;
The character may spend one &#039;&#039;Channel Divinity&#039;&#039; to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If &#039;&#039;Divine Might&#039;&#039; is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Divine Shield&#039;&#039;&#039; =====&lt;br /&gt;
The character may spend two points of Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints.&lt;br /&gt;
&lt;br /&gt;
If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes Combat Time. &lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Beneficence&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to instantly heal your most damaged ally within 20m for hitpoints equal to your highest memorised Cure Wounds spell. Excess granted as Temporary Hit Points.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Ablution&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to apply the effects of Lesser Restoration or Restoration to allies in a 10m sphere, with a range of 20m. Spells must be memorised.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Condemnation&#039;&#039;&#039; =====&lt;br /&gt;
Consume 2 Channel Divinity to apply a DoT inflicting 1d4 + WIS Radiant damage every 3 seconds to enemies in a 10m sphere, with a range of 20m, lasting 3 rounds (Requires Action).&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Consecration&#039;&#039;&#039; =====&lt;br /&gt;
Consume 2 Channel Divinity to create a 5m radius area centered around the cleric for 1 minute inflicting 1d4 + [WIS / 2] Radiant damage per 3 seconds to enemies within (Requires Action)&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Succor&#039;&#039;&#039; =====&lt;br /&gt;
Consume 3 Channel Divinity to grant a target the effects of a Short Rest. The target must complete a Rest to be eligible for this effect again.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Sanctification&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to apply a Retaliation effect to yourself or an ally [Trigger: Attacks, Damage: 3d2 + WIS Radiant, Limit: [WIS * 2] Attacks, Duration: 15m Combat Time, Cooldown: 5s, per-Attacker]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Fervor&#039;&#039;&#039; =====&lt;br /&gt;
Consume 5 Channel Divinity to grant the target a bonus attack per round for a number of rounds equal to your Wisdom modifier.&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#Cure_Minor_Wounds|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_Energy|Endure Energy]]&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#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#Freedom_of_Movement|Freedom]]&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#Restoration|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#Resist_Energy|Resist Energy]]&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#Fear|Fear]]&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#Negative_Energy_Burst|Negative Energy Burst]]&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_Energy|Protection From Energy]]&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#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#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;
&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, everyone 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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
| You gain a new resource pool, &#039;&#039;Divine Power&#039;&#039;, with a maximum capacity equal to thrice your Wisdom modifier. For each point of [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] you consume, you gain &#039;&#039;Divine Power&#039;&#039; equal to half your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may consume &#039;&#039;Divine Power&#039;&#039; to cast a selection of spells using your archetype menu, as below. You must have the spell currently memorised, though it need not be readied. Warding and enhancement spells are cast on yourself (or on the target of your next normal attack, if a harmful spell) instantly, with no cast time. Hostile spell options possess a cooldown period of one round. These spells consume [[General Mechanics Information#Metamagic|Metamagic]] as usual.&lt;br /&gt;
&lt;br /&gt;
Whilst you harbour any &#039;&#039;Divine Power&#039;&#039;, you receive a multiplicative 30% physical damage immunity effect.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the [[Feats#Martial Weapon Proficiency|Martial Weapon Proficiency]] and [[Feats#Simple Weapon Mastery|Simple Weapon Mastery]] feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Bane|Bane]] + [[Spells#Doom|Doom]] || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Aid|Aid]] || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cure Wounds || [Spell Level]&lt;br /&gt;
|-&lt;br /&gt;
|Inflict Wounds || [Spell Level]&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Resist Elements|Resist Elements]] || 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force&#039;&#039;&#039;&lt;br /&gt;
| Your Divine Power spell list is expanded to include the following spells, with some options upgraded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Bane|Bane]] + [[Spells#Doom|Doom]] + [[Spells#Prayer|Prayer]] (replaces [[Spells#Bane|Bane]] + [[Spells#Doom|Doom]]) || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Protection From Elements|Protection From Elements]] (replaces [[Spells#Resist Elements|Resist Elements]]) || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Death Ward|Death Ward]] || 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Obliteration&#039;&#039;&#039;&lt;br /&gt;
| Your Divine Power spell list is expanded to include the following spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Battletide|Battletide]] || 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Healing_Circle|Healing Circle]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Slay_Living|Slay Living]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Monstrous_Regeneration|Monstrous Regeneration]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Votive&#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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Yajna&#039;&#039;&#039;&lt;br /&gt;
| You gain a new [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] option, &#039;&#039;Yajna&#039;&#039;. This allows you to enter a channeling state wherein you forsake the ability to perform any actions other than maintaining &#039;&#039;Yajna&#039;&#039; effects. Using the feat again whilst in this state allows you to target a creature, expending 1 [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] and applying a &#039;&#039;Yajna&#039;&#039; effect. Applying &#039;&#039;Yajna&#039;&#039; effects consumes [[General Mechanics Information#Metamagic|Metamagic]] ([[Feats#Empower Spell|Empower]], [[Feats#Extend Spell|Extend]], [[Feats#Heighten Spell|Heighten]], [[Feats#Quicken Spell|Quicken]]) like a spell. Whilst channeling you gain 50% multiplicative damage immunity to all damage and complete immunity to all Hard Control effects. Attacking, casting a spell, or moving will cancel the state.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whilst under the effects of &#039;&#039;Yajna&#039;&#039;, for 10 ticks the target is harmed or healed every 3 seconds. You may create as many concurrent &#039;&#039;Yajna&#039;&#039; effects as you wish. You may dispel &#039;&#039;Yajna&#039;&#039; effects by targeting the creature again. Quicken increases the tick rate from 3s to 2s. Ticks of &#039;&#039;Yajna&#039;&#039; also increase the Limit of Implement Fighting&#039;s Retaliation effect as if they were an attack or spellcast.&lt;br /&gt;
&lt;br /&gt;
* Healing equals your combined WIS and CHA modifiers, weapon EB, plus your [[Feats#Channel Divinity: Divine Shield|Divine Shield]] Threshold.&lt;br /&gt;
* Healing in excess of the target&#039;s maximum HP is granted as temporary hitpoints (THP) for 1 minute.&lt;br /&gt;
&lt;br /&gt;
* Damage dealt is equal to your combined WIS and CHA modifiers, weapon EB, Rune damage, and [[Feats#Channel Divinity: Divine Might|Divine Might]] if active. &lt;br /&gt;
* The target receives a Will save to half the damage, with DC equal to your highest spell DC.&lt;br /&gt;
* If an enemy perishes under the effects of &#039;&#039;Yajna&#039;&#039;, it transfers to the nearest enemy within 20m of both the enemy and yourself.&lt;br /&gt;
* &#039;&#039;Yajna&#039;&#039; effects that only deal damage refund their [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] cost upon expiry.&lt;br /&gt;
&lt;br /&gt;
This power comes at a cost, however. Upon each tick, your Embers gauge increases by 4%, or 1% if over 100%. If the gauge exceeds 100%, you begin to receive damage at a rate of 1 Internal damage per 1% excess, every 2 seconds. The gauge decays by 5% per second once you have not gained Embers for one round.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the [[Feats#Robust_Defense|Robust Defense]] and [[Feats#Improved_Unarmed_Strike|Improved Unarmed Strike]] feats.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Bhakti&#039;&#039;&#039;&lt;br /&gt;
| Allies receiving the effects of &#039;&#039;Yajna&#039;&#039; receive a 20% multiplicative damage immunity to all damage for the duration of the effect. Enemies instead receive a 20% damage vulnerability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Healing hitpoints with &#039;&#039;Yajna&#039;&#039; now also extinguishes &#039;&#039;Embers&#039;&#039;, reducing 1% per hitpoint restored while below 100% Embers, and 1% per 5 hitpoints restored if over 100% &#039;&#039;Embers&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Nirvana&#039;&#039;&#039;&lt;br /&gt;
| Once per minute, you may immediately purge your entire &#039;&#039;Embers&#039;&#039; gauge. If this free use of &#039;&#039;Nirvana&#039;&#039; is on cooldown, you may opt to expend 1 [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] to extinguish these &#039;&#039;Embers&#039;&#039; instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ascendant&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Beyond mortal limits.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Ascension&#039;&#039;&#039;&lt;br /&gt;
| Expending [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] or casting a damaging spell/ability to which your [[#Divine_Polarity|&#039;&#039;Divine Polarity&#039;&#039;]] applies begins the Ascension effect, with a duration of [WIS] seconds for each [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] expended, and [Spell Level] seconds for each spell. If the &#039;&#039;Ascension&#039;&#039; effect is already active, its duration is extended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whilst &#039;&#039;Ascension&#039;&#039; is active, your &#039;&#039;Ascension&#039;&#039; track (visible on your archetype menu) progresses. The &#039;&#039;Ascension&#039;&#039; track consists of consecutive segments for each of your castable spell levels. The track progresses in 1s ticks, with [Spell Level + 1] ticks required to fill these segments, in sequence. Once a segment is filled, you receive a free spellcast of a damage spell at that level. When the track ends, it resets and begins refilling from zero. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Majesty&#039;&#039;&#039;&lt;br /&gt;
| Whilst &#039;&#039;Ascension&#039;&#039; is active, enemies affected by your damaging Cleric spells suffer the effects of Blindness for 1 round (Reflex, DC: Highest Spell; Negates). &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Apotheosis&#039;&#039;&#039;&lt;br /&gt;
| When you cast an area of effect Cleric damage spell, one round later the area is blasted by energy of your [[#Divine_Polarity|&#039;&#039;Divine Polarity&#039;&#039;]]. Any enemies within 10m of the spell&#039;s origin point suffer 1d4 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>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Cleric_V2&amp;diff=1548</id>
		<title>Cleric V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Cleric_V2&amp;diff=1548"/>
		<updated>2026-01-13T18:49:57Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Radiant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics draw [[&amp;quot;Power|Power]] from their Devotion to a religious path. Their [[#Spells|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 [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|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, [[General Mechanics Information#Metamagic|Metamagic]] Pool) and the potency of [[#Channel Divinity|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 [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom  (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. 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 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;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine_Polarity|Divine Polarity]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Channel Divinity: Turning|Channel Divinity: Turning]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]], [[#Divine_Polarity|Energy Affinity]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cleric Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Polarity&#039;&#039;&#039; ===&lt;br /&gt;
Clerics choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&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, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity: Turning&#039;&#039;&#039; ===&lt;br /&gt;
The character may target a location within Short (8m) range to release a wave of pure conviction, striking enemies within a 6m radius sphere. Struck enemies must succeed at a saving throw (Will, DC: 10 + Cleric Level + Paladin Level + Highest of WIS/CHA; Negates) or suffer the Fear effect for 3 rounds. These enemies also receive Psychic damage equal to the character&#039;s combined Wisdom and Charisma modifiers, halved if the target succeeded their saving throw. In addition, the character restores Metamagic equal to half their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
The effects of this ability are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
The Cleric receives a free Channel Divinity feat of their choice, from the list below:&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Divine Might&#039;&#039;&#039; =====&lt;br /&gt;
The character may spend one &#039;&#039;Channel Divinity&#039;&#039; to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If &#039;&#039;Divine Might&#039;&#039; is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Divine Shield&#039;&#039;&#039; =====&lt;br /&gt;
The character may spend two points of Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints.&lt;br /&gt;
&lt;br /&gt;
If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes Combat Time. &lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Beneficence&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to instantly heal your most damaged ally within 20m for hitpoints equal to your highest memorised Cure Wounds spell. Excess granted as Temporary Hit Points.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Ablution&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to apply the effects of Lesser Restoration or Restoration to allies in a 10m sphere, with a range of 20m. Spells must be memorised.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Condemnation&#039;&#039;&#039; =====&lt;br /&gt;
Consume 2 Channel Divinity to apply a DoT inflicting 1d4 + WIS Radiant damage every 3 seconds to enemies in a 10m sphere, with a range of 20m, lasting 3 rounds (Requires Action).&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Consecration&#039;&#039;&#039; =====&lt;br /&gt;
Consume 2 Channel Divinity to create a 5m radius area centered around the cleric for 1 minute inflicting 1d4 + [WIS / 2] Radiant damage per 3 seconds to enemies within (Requires Action)&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Succor&#039;&#039;&#039; =====&lt;br /&gt;
Consume 3 Channel Divinity to grant a target the effects of a Short Rest. The target must complete a Rest to be eligible for this effect again.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Sanctification&#039;&#039;&#039; =====&lt;br /&gt;
Consume 1 Channel Divinity to apply a Retaliation effect to yourself or an ally [Trigger: Attacks, Damage: 3d2 + WIS Radiant, Limit: [WIS * 2] Attacks, Duration: 15m Combat Time, Cooldown: 5s, per-Attacker]&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Channel Divinity: Fervor&#039;&#039;&#039; =====&lt;br /&gt;
Consume 5 Channel Divinity to grant the target a bonus attack per round for a number of rounds equal to your Wisdom modifier.&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#Cure_Minor_Wounds|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_Energy|Endure Energy]]&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#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#Freedom_of_Movement|Freedom]]&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#Restoration|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#Resist_Energy|Resist Energy]]&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#Fear|Fear]]&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#Negative_Energy_Burst|Negative Energy Burst]]&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_Energy|Protection From Energy]]&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#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#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;
&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, everyone 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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
| You gain a new resource pool, &#039;&#039;Divine Power&#039;&#039;, with a maximum capacity equal to thrice your Wisdom modifier. For each point of [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] you consume, you gain &#039;&#039;Divine Power&#039;&#039; equal to half your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may consume &#039;&#039;Divine Power&#039;&#039; to cast a selection of spells using your archetype menu, as below. You must have the spell currently memorised, though it need not be readied. Warding and enhancement spells are cast on yourself (or on the target of your next normal attack, if a harmful spell) instantly, with no cast time. Hostile spell options possess a cooldown period of one round. These spells consume [[General Mechanics Information#Metamagic|Metamagic]] as usual.&lt;br /&gt;
&lt;br /&gt;
Whilst you harbour any &#039;&#039;Divine Power&#039;&#039;, you receive a multiplicative 30% physical damage immunity effect.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the [[Feats#Martial Weapon Proficiency|Martial Weapon Proficiency]] and [[Feats#Simple Weapon Mastery|Simple Weapon Mastery]] feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Bane|Bane]] + [[Spells#Doom|Doom]] || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Aid|Aid]] || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cure Wounds || [Spell Level]&lt;br /&gt;
|-&lt;br /&gt;
|Inflict Wounds || [Spell Level]&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Resist Elements|Resist Elements]] || 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force&#039;&#039;&#039;&lt;br /&gt;
| Your Divine Power spell list is expanded to include the following spells, with some options upgraded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Bane|Bane]] + [[Spells#Doom|Doom]] + [[Spells#Prayer|Prayer]] (replaces [[Spells#Bane|Bane]] + [[Spells#Doom|Doom]]) || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Protection From Elements|Protection From Elements]] (replaces [[Spells#Resist Elements|Resist Elements]]) || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Death Ward|Death Ward]] || 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Obliteration&#039;&#039;&#039;&lt;br /&gt;
| Your Divine Power spell list is expanded to include the following spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Battletide|Battletide]] || 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Healing_Circle|Healing Circle]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Slay_Living|Slay Living]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Monstrous_Regeneration|Monstrous Regeneration]] || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Votive&#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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Yajna&#039;&#039;&#039;&lt;br /&gt;
| You gain a new [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] option, &#039;&#039;Yajna&#039;&#039;. This allows you to enter a channeling state wherein you forsake the ability to perform any actions other than maintaining &#039;&#039;Yajna&#039;&#039; effects. Using the feat again whilst in this state allows you to target a creature, expending 1 [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] and applying a &#039;&#039;Yajna&#039;&#039; effect. Applying &#039;&#039;Yajna&#039;&#039; effects consumes [[General Mechanics Information#Metamagic|Metamagic]] ([[Feats#Empower Spell|Empower]], [[Feats#Extend Spell|Extend]], [[Feats#Heighten Spell|Heighten]], [[Feats#Quicken Spell|Quicken]]) like a spell. Whilst channeling you gain 50% multiplicative damage immunity to all damage and complete immunity to all Hard Control effects. Attacking, casting a spell, or moving will cancel the state.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whilst under the effects of &#039;&#039;Yajna&#039;&#039;, for 10 ticks the target is harmed or healed every 3 seconds. You may create as many concurrent &#039;&#039;Yajna&#039;&#039; effects as you wish. You may dispel &#039;&#039;Yajna&#039;&#039; effects by targeting the creature again. Quicken increases the tick rate from 3s to 2s. Ticks of &#039;&#039;Yajna&#039;&#039; also increase the Limit of Implement Fighting&#039;s Retaliation effect as if they were an attack or spellcast.&lt;br /&gt;
&lt;br /&gt;
* Healing equals your combined WIS and CHA modifiers, weapon EB, plus your [[Feats#Channel Divinity: Divine Shield|Divine Shield]] Threshold.&lt;br /&gt;
* Healing in excess of the target&#039;s maximum HP is granted as temporary hitpoints (THP) for 1 minute.&lt;br /&gt;
&lt;br /&gt;
* Damage dealt is equal to your combined WIS and CHA modifiers, weapon EB, Rune damage, and [[Feats#Channel Divinity: Divine Might|Divine Might]] if active. &lt;br /&gt;
* The target receives a Will save to half the damage, with DC equal to your highest spell DC.&lt;br /&gt;
* If an enemy perishes under the effects of &#039;&#039;Yajna&#039;&#039;, it transfers to the nearest enemy within 20m of both the enemy and yourself.&lt;br /&gt;
* &#039;&#039;Yajna&#039;&#039; effects that only deal damage refund their [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] cost upon expiry.&lt;br /&gt;
&lt;br /&gt;
This power comes at a cost, however. Upon each tick, your Embers gauge increases by 4%, or 1% if over 100%. If the gauge exceeds 100%, you begin to receive damage at a rate of 1 Internal damage per 1% excess, every 2 seconds. The gauge decays by 5% per second once you have not gained Embers for one round.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the [[Feats#Robust_Defense|Robust Defense]] and [[Feats#Improved_Unarmed_Strike|Improved Unarmed Strike]] feats.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Bhakti&#039;&#039;&#039;&lt;br /&gt;
| Allies receiving the effects of &#039;&#039;Yajna&#039;&#039; receive a 20% multiplicative damage immunity to all damage for the duration of the effect. Enemies instead receive a 20% damage vulnerability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Healing hitpoints with &#039;&#039;Yajna&#039;&#039; now also extinguishes &#039;&#039;Embers&#039;&#039;, reducing 1% per hitpoint restored while below 100% Embers, and 1% per 5 hitpoints restored if over 100% &#039;&#039;Embers&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Nirvana&#039;&#039;&#039;&lt;br /&gt;
| Once per minute, you may immediately purge your entire &#039;&#039;Embers&#039;&#039; gauge. If this free use of &#039;&#039;Nirvana&#039;&#039; is on cooldown, you may opt to expend 1 [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] to extinguish these &#039;&#039;Embers&#039;&#039; instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ascendant&#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;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Ascension&#039;&#039;&#039;&lt;br /&gt;
| Expending [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] or casting a damaging spell/ability to which your [[#Divine_Polarity|&#039;&#039;Divine Polarity&#039;&#039;]] applies begins the Ascension effect, with a duration of [WIS] seconds for each [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] expended, and [Spell Level] seconds for each spell. If the &#039;&#039;Ascension&#039;&#039; effect is already active, its duration is extended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whilst &#039;&#039;Ascension&#039;&#039; is active, your &#039;&#039;Ascension&#039;&#039; track (visible on your archetype menu) progresses. The &#039;&#039;Ascension&#039;&#039; track consists of consecutive segments for each of your castable spell levels. The track progresses in 1s ticks, with [Spell Level + 1] ticks required to fill these segments, in sequence. Once a segment is filled, you receive a free spellcast of a damage spell at that level. When the track ends, it resets and begins refilling from zero. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Majesty&#039;&#039;&#039;&lt;br /&gt;
| Whilst &#039;&#039;Ascension&#039;&#039; is active, enemies affected by your damaging Cleric spells suffer the effects of Blindness for 1 round (Reflex, DC: Highest Spell; Negates). &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Apotheosis&#039;&#039;&#039;&lt;br /&gt;
| When you cast an area of effect Cleric damage spell, one round later the area is blasted by energy of your [[#Divine_Polarity|&#039;&#039;Divine Polarity&#039;&#039;]]. Any enemies within 10m of the spell&#039;s origin point suffer 1d4 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>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Fighter_V2&amp;diff=1547</id>
		<title>Fighter V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Fighter_V2&amp;diff=1547"/>
		<updated>2026-01-13T07:44:32Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Fighter Core Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighters draw [[#&amp;quot;Power&amp;quot;|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. Their mastery of maneuver usage and general martial combat effectiveness make them a premiere melee or ranged warrior with a very active playstyle. Fighter [[#Archetypes|Archetypes]] enhances the basic warrior with unique maneuvers and a focus on reliable damage, tanking, or support roles.&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 most [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&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 [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex 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 [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&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;
|[[Feats#Maneuver_Knockback|Maneuver: Knockback]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Action Surge|Action Surge]], [[#Battle Master|Battle Master I]], [[#Hard Target|Hard Target]], [[#Second Wind|Second Wind]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Archetypes|Archetype Feature I]], [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Battle Master|Battle Master II]], [[#Precision|Precision I]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[#Archetypes|Archetype Feature II]], [[#Battle Master|Battle Master III]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[#Battle Master|Battle Master IV]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[#Archetypes|Archetype Feature III]], [[#Bonus Feats|Bonus Feat]], [[#Precision|Precision II]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fighter Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Knockdown&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Maneuver_Knockdown|Knockdown Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Discipline&#039;&#039;&#039; ===&lt;br /&gt;
The Fighter possesses a reservoir of &#039;&#039;Discipline&#039;&#039;, a resource expended to use abilities that enhance their combat performance, such as [[#Action Surge|&#039;&#039;Action Surge&#039;&#039;]] and [[#Second Wind|&#039;&#039;Second Wind&#039;&#039;]]. One point of &#039;&#039;Discipline&#039;&#039; is restored for every 4 non-minion foes slain, to a maximum capacity equal to the Fighter&#039;s class level plus their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Action Surge&#039;&#039;&#039; ===&lt;br /&gt;
The Fighter consumes 2 [[#Discipline|&#039;&#039;Discipline&#039;&#039;]] to perform an immediate Attack of Opportunity and gain one extra attack per round, for one round. This cannot be used again until two rounds have passed.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Second Wind&#039;&#039;&#039; ===&lt;br /&gt;
The Fighter may consume 2 [[#Discipline|&#039;&#039;Discipline&#039;&#039;]] to restore 50% of their maximum hit points. This cannot be used again until one round has passed.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Fighter receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feats&#039;&#039;&#039; ===&lt;br /&gt;
The character gains an array of bonus feats. The following feats are available: [[Feats#Blind Fight|Blind Fight]], [[Feats#Cleave|Cleave]], Combat Maneuvers (Any), Combat Styles (Any), [[Feats#Deflect Arrows|Deflect Arrows]], [[Feats#Evasion|Evasion]], [[Feats#Improved Unarmed Strike|Improved Unarmed Strike]].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hard Target&#039;&#039;&#039; ===&lt;br /&gt;
The Fighter possesses a 20% multiplicative damage immunity to all damage.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Battle Master&#039;&#039;&#039; ===&lt;br /&gt;
Fighters are supremely proficient in the use of [[General Mechanics Information#Maneuvers|Maneuvers]], and gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Maneuver Bonus&lt;br /&gt;
|-&lt;br /&gt;
|3 || By use of this feat, the Fighter may expend 1 [[#Discipline|&#039;&#039;Discipline&#039;&#039;]] to recover [[General Mechanics Information#Maneuvers|Maneuvers]] equal to their Intelligence modifier.&lt;br /&gt;
|-&lt;br /&gt;
|5 || The Fighter may double their Intelligence modifier when calculating their maximum [[General Mechanics Information#Maneuvers|Maneuver]] capacity.&lt;br /&gt;
|-&lt;br /&gt;
|7 || When using [[Feats#Mass Maneuvers|Mass Maneuvers]], the Fighter is refunded 1 [[General Mechanics Information#Maneuvers|Maneuver]].&lt;br /&gt;
|-&lt;br /&gt;
|9 || The Fighter&#039;s cooldown time upon using [[General Mechanics Information#Maneuvers|Maneuvers]] is halved.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Precision&#039;&#039;&#039; ===&lt;br /&gt;
Fighters are notorious for their accuracy with weapons, and receive the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| +1 AB&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| +2 AB&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vanquisher&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;This is the end.&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;Backswing&#039;&#039;&#039;&lt;br /&gt;
| When you miss an attack, you immediately perform an Attack of Opportunity against the target of the attack. Attacks of Opportunity (AoO) are exempt from this feature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you hit a number of consecutive attacks equal to your total attacks per round, excluding AoO or Cleave attacks, you also perform an Attack of Opportunity. This counter resets upon changing weapons, or exiting combat.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Vanquishing&#039;&#039;&#039;&lt;br /&gt;
| When you perform a [[General Mechanics Information#Maneuvers|Maneuver]], you gain a stack of &#039;&#039;Vanquishing&#039;&#039;. Each stack of &#039;&#039;Vanquishing&#039;&#039; confers a damage bonus equal to half the highest ability modifier contributing to your weapon damage. These stacks last for one minute, with the duration refreshed when a stack is gained. You may have a maximum of four stacks at any one time. &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Flawless Technique&#039;&#039;&#039;&lt;br /&gt;
| Landing a successful [[General Mechanics Information#Maneuvers|Maneuver]] on an enemy while you have stacks of &#039;&#039;Vanquishing&#039;&#039; will deal damage equal to half the highest ability modifier contributing to your weapon damage per stack, plus an additional 1d6 per stack.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Juggernaut&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I have no interest in last stands. This shall be one of many.&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;Inertia&#039;&#039;&#039;&lt;br /&gt;
| Your damage immunity from [[#Hard Target|Hard Target]] increases to 50%.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Momentum&#039;&#039;&#039;&lt;br /&gt;
| You now build &#039;&#039;Momentum&#039;&#039; from various actions. For each point of &#039;&#039;Momentum&#039;&#039; you build, you create or reinforce and refresh the duration of a Damage Resistance effect to all damage with a Threshold equal to your Fighter level plus current &#039;&#039;Momentum&#039;&#039;. Each point of &#039;&#039;Momentum&#039;&#039; gained grants this effect Absorption equal to half your Constitution modifier. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expending [[General Mechanics Information#Maneuvers|Maneuvers]] builds 1 point of &#039;&#039;Momentum&#039;&#039; per [[General Mechanics Information#Maneuvers|Maneuver]]. Expending [[#Discipline|Discipline]] grants you &#039;&#039;Momentum&#039;&#039; equal to 3 plus half your Fighter class level per point spent.&lt;br /&gt;
&lt;br /&gt;
This effect lasts for one minute, whilst each point of &#039;&#039;Momentum&#039;&#039; fades after 3 rounds (this reduces the Threshold of the effect, but does not rescind any contributed Absorption). Any absorption remaining when the effect fades either due to duration or lack of &#039;&#039;Momentum&#039;&#039; is banked and will be reapplied to the Damage Resistance effect when it is recreated.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Pendulum&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Hard Target|Hard Target]] damage immunity increases to 75%. The Threshold for your Damage Resistance from &#039;&#039;Momentum&#039;&#039; is now doubled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For every 10 &#039;&#039;Momentum&#039;&#039; you produce, you gain a point of &#039;&#039;Pendulum&#039;&#039;. If damaged by an enemy within your attack range, you consume a point of &#039;&#039;Pendulum&#039;&#039; to perform an Attack of Opportunity against that enemy.&lt;br /&gt;
&lt;br /&gt;
You may hold a maximum capacity of &#039;&#039;Pendulum&#039;&#039; equal to your Constitution modifier.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Marshal&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I shall carve the path to victory. I ask only that you know how to follow.&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;Rally&#039;&#039;&#039;&lt;br /&gt;
| You gain access to a unique [[General Mechanics Information#Maneuvers|Maneuver]], &#039;&#039;Rally&#039;&#039;. This costs 2 [[General Mechanics Information#Maneuvers|Maneuvers]], and targets one ally. That ally is cleared of any negative effects, receives a damage bonus equal to your Charisma modifier for one minute, and gains temporary hit points equivalent to the healing value of a [[Spells#Cure Moderate Wounds|&#039;&#039;Cure Moderate Wounds&#039;&#039;]] spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If at or below 0 hit points, the target is also revived as if by a [[Spells#Raise Dead|&#039;&#039;Raise Dead&#039;&#039;]] spell.&lt;br /&gt;
&lt;br /&gt;
Mass: For 4 [[General Mechanics Information#Maneuvers|Maneuvers]], Apply these same effects to all allies within 10m of the target.&lt;br /&gt;
&lt;br /&gt;
In addition, when you use [[#Second Wind|Second Wind]], any overhealing is stored as a reserve of healing, to a maximum of 50% of your maximum hitpoints. This healing is distributed to any damaged targets of your &#039;&#039;Rally&#039;&#039; [[General Mechanics Information#Maneuvers|Maneuver]], until the creature is at full hitpoints. This prioritises the target closest to the centre of the &#039;&#039;Rally&#039;&#039; area, if the Mass variant of &#039;&#039;Rally&#039;&#039; is used.&lt;br /&gt;
&lt;br /&gt;
Finally, you may add your Charisma modifier to your maximum [[#Discipline|Discipline]] score.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Hard Corps&#039;&#039;&#039;&lt;br /&gt;
| You grant targets affected by your &#039;&#039;Rally&#039;&#039; the effects of your [[#Hard Target|&#039;&#039;Hard Target&#039;&#039;]] and [[#Precision|&#039;&#039;Precision&#039;&#039;]] class features.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Call to Action&#039;&#039;&#039;&lt;br /&gt;
| When you use [[#Action Surge|&#039;&#039;Action Surge&#039;&#039;]], allies within 10m of you also receive the effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each [[General Mechanics Information#Maneuvers|Maneuver]] you expend, you gain a stack of &#039;&#039;Call to Action&#039;&#039;. Upon reaching 10 stacks, the counter is reset and your next [[#Action Surge|&#039;&#039;Action Surge&#039;&#039;]] may be executed without cost.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Fighter_V2&amp;diff=1546</id>
		<title>Fighter V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Fighter_V2&amp;diff=1546"/>
		<updated>2026-01-13T07:44:07Z</updated>

		<summary type="html">&lt;p&gt;Tildryn: /* Vitals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighters draw [[#&amp;quot;Power&amp;quot;|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. Their mastery of maneuver usage and general martial combat effectiveness make them a premiere melee or ranged warrior with a very active playstyle. Fighter [[#Archetypes|Archetypes]] enhances the basic warrior with unique maneuvers and a focus on reliable damage, tanking, or support roles.&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 most [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&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 [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex 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 [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&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;
|[[Feats#Maneuver_Knockback|Maneuver: Knockback]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Action Surge|Action Surge]], [[#Battle Master|Battle Master I]], [[#Hard Target|Hard Target]], [[#Second Wind|Second Wind]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Archetypes|Archetype Feature I]], [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Battle Master|Battle Master II]], [[#Precision|Precision I]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[#Archetypes|Archetype Feature II]], [[#Battle Master|Battle Master III]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[#Battle Master|Battle Master IV]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[#Archetypes|Archetype Feature III]], [[#Bonus Feats|Bonus Feat]], [[#Precision|Precision II]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fighter Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Discipline&#039;&#039;&#039; ===&lt;br /&gt;
The Fighter possesses a reservoir of &#039;&#039;Discipline&#039;&#039;, a resource expended to use abilities that enhance their combat performance, such as [[#Action Surge|&#039;&#039;Action Surge&#039;&#039;]] and [[#Second Wind|&#039;&#039;Second Wind&#039;&#039;]]. One point of &#039;&#039;Discipline&#039;&#039; is restored for every 4 non-minion foes slain, to a maximum capacity equal to the Fighter&#039;s class level plus their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Action Surge&#039;&#039;&#039; ===&lt;br /&gt;
The Fighter consumes 2 [[#Discipline|&#039;&#039;Discipline&#039;&#039;]] to perform an immediate Attack of Opportunity and gain one extra attack per round, for one round. This cannot be used again until two rounds have passed.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Second Wind&#039;&#039;&#039; ===&lt;br /&gt;
The Fighter may consume 2 [[#Discipline|&#039;&#039;Discipline&#039;&#039;]] to restore 50% of their maximum hit points. This cannot be used again until one round has passed.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Fighter receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feats&#039;&#039;&#039; ===&lt;br /&gt;
The character gains an array of bonus feats. The following feats are available: [[Feats#Blind Fight|Blind Fight]], [[Feats#Cleave|Cleave]], Combat Maneuvers (Any), Combat Styles (Any), [[Feats#Deflect Arrows|Deflect Arrows]], [[Feats#Evasion|Evasion]], [[Feats#Improved Unarmed Strike|Improved Unarmed Strike]].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hard Target&#039;&#039;&#039; ===&lt;br /&gt;
The Fighter possesses a 20% multiplicative damage immunity to all damage.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Battle Master&#039;&#039;&#039; ===&lt;br /&gt;
Fighters are supremely proficient in the use of [[General Mechanics Information#Maneuvers|Maneuvers]], and gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Maneuver Bonus&lt;br /&gt;
|-&lt;br /&gt;
|3 || By use of this feat, the Fighter may expend 1 [[#Discipline|&#039;&#039;Discipline&#039;&#039;]] to recover [[General Mechanics Information#Maneuvers|Maneuvers]] equal to their Intelligence modifier.&lt;br /&gt;
|-&lt;br /&gt;
|5 || The Fighter may double their Intelligence modifier when calculating their maximum [[General Mechanics Information#Maneuvers|Maneuver]] capacity.&lt;br /&gt;
|-&lt;br /&gt;
|7 || When using [[Feats#Mass Maneuvers|Mass Maneuvers]], the Fighter is refunded 1 [[General Mechanics Information#Maneuvers|Maneuver]].&lt;br /&gt;
|-&lt;br /&gt;
|9 || The Fighter&#039;s cooldown time upon using [[General Mechanics Information#Maneuvers|Maneuvers]] is halved.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Precision&#039;&#039;&#039; ===&lt;br /&gt;
Fighters are notorious for their accuracy with weapons, and receive the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| +1 AB&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| +2 AB&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vanquisher&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;This is the end.&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;Backswing&#039;&#039;&#039;&lt;br /&gt;
| When you miss an attack, you immediately perform an Attack of Opportunity against the target of the attack. Attacks of Opportunity (AoO) are exempt from this feature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you hit a number of consecutive attacks equal to your total attacks per round, excluding AoO or Cleave attacks, you also perform an Attack of Opportunity. This counter resets upon changing weapons, or exiting combat.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Vanquishing&#039;&#039;&#039;&lt;br /&gt;
| When you perform a [[General Mechanics Information#Maneuvers|Maneuver]], you gain a stack of &#039;&#039;Vanquishing&#039;&#039;. Each stack of &#039;&#039;Vanquishing&#039;&#039; confers a damage bonus equal to half the highest ability modifier contributing to your weapon damage. These stacks last for one minute, with the duration refreshed when a stack is gained. You may have a maximum of four stacks at any one time. &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Flawless Technique&#039;&#039;&#039;&lt;br /&gt;
| Landing a successful [[General Mechanics Information#Maneuvers|Maneuver]] on an enemy while you have stacks of &#039;&#039;Vanquishing&#039;&#039; will deal damage equal to half the highest ability modifier contributing to your weapon damage per stack, plus an additional 1d6 per stack.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Juggernaut&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I have no interest in last stands. This shall be one of many.&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;Inertia&#039;&#039;&#039;&lt;br /&gt;
| Your damage immunity from [[#Hard Target|Hard Target]] increases to 50%.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Momentum&#039;&#039;&#039;&lt;br /&gt;
| You now build &#039;&#039;Momentum&#039;&#039; from various actions. For each point of &#039;&#039;Momentum&#039;&#039; you build, you create or reinforce and refresh the duration of a Damage Resistance effect to all damage with a Threshold equal to your Fighter level plus current &#039;&#039;Momentum&#039;&#039;. Each point of &#039;&#039;Momentum&#039;&#039; gained grants this effect Absorption equal to half your Constitution modifier. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expending [[General Mechanics Information#Maneuvers|Maneuvers]] builds 1 point of &#039;&#039;Momentum&#039;&#039; per [[General Mechanics Information#Maneuvers|Maneuver]]. Expending [[#Discipline|Discipline]] grants you &#039;&#039;Momentum&#039;&#039; equal to 3 plus half your Fighter class level per point spent.&lt;br /&gt;
&lt;br /&gt;
This effect lasts for one minute, whilst each point of &#039;&#039;Momentum&#039;&#039; fades after 3 rounds (this reduces the Threshold of the effect, but does not rescind any contributed Absorption). Any absorption remaining when the effect fades either due to duration or lack of &#039;&#039;Momentum&#039;&#039; is banked and will be reapplied to the Damage Resistance effect when it is recreated.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Pendulum&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Hard Target|Hard Target]] damage immunity increases to 75%. The Threshold for your Damage Resistance from &#039;&#039;Momentum&#039;&#039; is now doubled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For every 10 &#039;&#039;Momentum&#039;&#039; you produce, you gain a point of &#039;&#039;Pendulum&#039;&#039;. If damaged by an enemy within your attack range, you consume a point of &#039;&#039;Pendulum&#039;&#039; to perform an Attack of Opportunity against that enemy.&lt;br /&gt;
&lt;br /&gt;
You may hold a maximum capacity of &#039;&#039;Pendulum&#039;&#039; equal to your Constitution modifier.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Marshal&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I shall carve the path to victory. I ask only that you know how to follow.&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;Rally&#039;&#039;&#039;&lt;br /&gt;
| You gain access to a unique [[General Mechanics Information#Maneuvers|Maneuver]], &#039;&#039;Rally&#039;&#039;. This costs 2 [[General Mechanics Information#Maneuvers|Maneuvers]], and targets one ally. That ally is cleared of any negative effects, receives a damage bonus equal to your Charisma modifier for one minute, and gains temporary hit points equivalent to the healing value of a [[Spells#Cure Moderate Wounds|&#039;&#039;Cure Moderate Wounds&#039;&#039;]] spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If at or below 0 hit points, the target is also revived as if by a [[Spells#Raise Dead|&#039;&#039;Raise Dead&#039;&#039;]] spell.&lt;br /&gt;
&lt;br /&gt;
Mass: For 4 [[General Mechanics Information#Maneuvers|Maneuvers]], Apply these same effects to all allies within 10m of the target.&lt;br /&gt;
&lt;br /&gt;
In addition, when you use [[#Second Wind|Second Wind]], any overhealing is stored as a reserve of healing, to a maximum of 50% of your maximum hitpoints. This healing is distributed to any damaged targets of your &#039;&#039;Rally&#039;&#039; [[General Mechanics Information#Maneuvers|Maneuver]], until the creature is at full hitpoints. This prioritises the target closest to the centre of the &#039;&#039;Rally&#039;&#039; area, if the Mass variant of &#039;&#039;Rally&#039;&#039; is used.&lt;br /&gt;
&lt;br /&gt;
Finally, you may add your Charisma modifier to your maximum [[#Discipline|Discipline]] score.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Hard Corps&#039;&#039;&#039;&lt;br /&gt;
| You grant targets affected by your &#039;&#039;Rally&#039;&#039; the effects of your [[#Hard Target|&#039;&#039;Hard Target&#039;&#039;]] and [[#Precision|&#039;&#039;Precision&#039;&#039;]] class features.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Call to Action&#039;&#039;&#039;&lt;br /&gt;
| When you use [[#Action Surge|&#039;&#039;Action Surge&#039;&#039;]], allies within 10m of you also receive the effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each [[General Mechanics Information#Maneuvers|Maneuver]] you expend, you gain a stack of &#039;&#039;Call to Action&#039;&#039;. Upon reaching 10 stacks, the counter is reset and your next [[#Action Surge|&#039;&#039;Action Surge&#039;&#039;]] may be executed without cost.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
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