Talk:Therunin's Character Sheet

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Lore Mastery Tradition

Level Plans

Level 2

Arcane Tradition: Lore Mastery

Lore Master

Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.

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 deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.

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

When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.

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
  • Feather Fall

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

  • Blink (random awesome sauce)
  • Sending
  • Couterspell (reaction)
  • Fireball (DEX)
  • Lightning Bolt (DEX)
  • Dispel Magic
  • Fly (conc)
  • Hypnotic Pattern (WIS, conc)
  • Magic Circle ($)
  • Clairvoyance
  • Nondetection ($, 8hrs)
  • Remove Curse
  • Enemies Abound
  • Life Transference (lol)
  • Melf's Minute Meteors
  • Thunder Step
  • Stinking Cloud (conc)
  • Haste (conc) neeeeeerrrfff

4th Level

  • Elemental Bane
  • Storm Sphere
  • Vitriolic Sphere
  • Watery Shpere