Talk:Therunin's Character Sheet: Difference between revisions
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Past here just pulling things from Xanthar's, but really, just all the spells I think. | Past here just pulling things from Xanthar's, but really, just all the spells I think. | ||
===2nd Level=== | ===2nd Level=== | ||
*Arcane Lock | |||
----- | |||
*Acid Arrow (ATK) | |||
*Alter Self (conc) | |||
*Blur (conc) | |||
*Enlarge/Reduce (conc) | |||
*Hold Person (WIS, conc) | |||
*Invisibility (conc) | |||
*Levitate (conc) | |||
*Misty Step (bonus) | |||
*Scorching Ray (ATK) | |||
*See Invisibility | |||
*Shatter (CON) | |||
*Spider Climb (conc) | |||
*Suggestion (WIS, conc) | |||
*Dragon's Breath | *Dragon's Breath | ||
*Earthbind | *Earthbind |
Revision as of 02:53, 10 January 2018
Level Plans
Level 2
Arcane Tradition: Lore Mastery
Lore Master
In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).
Spell Secrets
When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest.
Spells (2 1st):
Level 3
Spells (2 2nd or lower):
Level 4
Ability Score Imp or Feat
Spells (2 2nd or lower):
Level 5
Spells (2 3rd or lower)
Level 6
Alchemical Casting
An additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell. An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile. An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.
Spells (2 3rd or lower)
Feats for consideration
Increase useful abilities
- Arcanist (super thematically nice, but already have most of the stuff, effectively feat for spell prep and slot)
- Historian (waste of half of what it gives but makes me laugh)
- Keen Mind (generic)
- Linguist (fits concept and doesn't waste things)
- Fade Away (1/fight, invis on reaction to dmg)
No ability increase
- Spell Sniper (do have lots of ranged attack spells for better or worse)
- Crossbow Expert (really hope this is not needed)
- War caster (similarly meh on)
- Magic Initiate (get some more cantrips and level 1 spell)
Spell wishlist
Cantrips
- Eldrich Blast
- Chill touch or ray of frost
1st Level
- Identify
- Chromatic Orb
- Tenser's Floating Disk
- Mage Armor
- Tasha's Hideous Laughter
- Disguise Self
- Witch Bolt
- False Life
Past here just pulling things from Xanthar's, but really, just all the spells I think.
2nd Level
- Arcane Lock
- Acid Arrow (ATK)
- Alter Self (conc)
- Blur (conc)
- Enlarge/Reduce (conc)
- Hold Person (WIS, conc)
- Invisibility (conc)
- Levitate (conc)
- Misty Step (bonus)
- Scorching Ray (ATK)
- See Invisibility
- Shatter (CON)
- Spider Climb (conc)
- Suggestion (WIS, conc)
- Dragon's Breath
- Earthbind
- Mind Spike
- Skywrite
- Snilloc's Snowball Swarm
- Warding Wind
3rd Level
- Enemies Abound
- Life Transference (lol)
- Melf's Minute Meteors
- Thunder Step
4th Level
- Elemental Bane
- Storm Sphere
- Vitriolic Sphere
- Watery Shpere