Renamed Spell Hunter to Arcane Explorer

- Explorer now has Arcane Adaptation, Spell Discovery and Monster Absorption
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Tony Bark 2025-04-07 13:53:05 -04:00
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@ -1,6 +1,6 @@
# Mage
> Mages build upon the classic Wizard class with increased spell slots, gain new spells every session, and learn spells by defeating enemies.
> Mages build upon the classic Mage class with increased spell slots, gain new spells every session, and learn spells by defeating enemies.
### Class Features
@ -8,23 +8,17 @@ As a mage, you gain the following class features.
#### Hit Points
**Hit Dice:** 1d6 per mage level
**Hit Points at 1st Level:** 6 + your Constitution modifier
**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per mage level after 1st
- **Hit Dice:** 1d6 per Mage level
- **Hit Points at 1st Level:** 6 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per Mage level after 1st
#### Proficiencies
**Armor:** None
**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows
**Tools:** None
**Saving Throws:** Intelligence, Wisdom
**Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
- **Armor:** None
- **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows
- **Tools:** Choose one: Alchemists supplies, calligraphers tools, or herbalism kit
- **Saving Throws:** Intelligence, Wisdom
- **Skills:** Choose two from Arcana, History, Insight, Investigation, Nature, and Medicine
#### Equipment
@ -39,9 +33,9 @@ You start with the following equipment, in addition to the equipment granted by
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|-------|-------------------|-------------------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
| 1st | +2 | Spellcasting, Arcane Recovery | 3 | 3 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Arcane Tradition, Studious Observer | 3 | 3 | 1 | - | - | - | - | - | - | - |
| 3rd | +2 | Dynamic Spell Progression | 3 | 4 | 2 | - | - | - | - | - | - | - |
| 1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | Arcane Tradition Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
@ -101,7 +95,7 @@ You can use an arcane focus as a spellcasting focus for your mage spells.
#### Learning Spells of 1st Level and Higher
Each time you gain a mage level, you can add two mage spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Mage table. On your adventures, you might find other spells that you can add to your spellbook.
At the end of each session, you gain one new spell of a level you can cast. You can add two mage spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Mage table. On your adventures, you might find other spells that you can add to your spellbook.
### Arcane Recovery
@ -115,6 +109,10 @@ When you reach 2nd level, you choose an arcane tradition, shaping your practice
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
### Arcane Adaptation
After a short rest, you may swap one prepared spell with another in your spellbook.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
@ -137,10 +135,25 @@ The study of magery is ancient, stretching back to the earliest mortal discoveri
The most common arcane traditions in the multiverse revolve around the schools of magic. Mages through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools; a mage might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even mages who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
### Spell Hunter
### Arcane Explorer
> Designed to offer full compatibility with Wizard archetypes while synergizing with the Mage's reworked mechanics.
You gain new spells from a variety of sources, including monsters. By studying their magical abilities, you can learn new spells that are typically of the same level as the spells you already know. Some spell hunters specialize in learning spells from specific creatures, while others focus on learning spells from a variety of sources.
### Arcane Adaptation
When you complete a short rest, you can swap one prepared spell with another from your spellbook. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
#### Spell Discovery
At the conclusion of each game session, you have the opportunity to gain a new spell that you can cast. This spell can be chosen by either you or the Dungeon Master (DM) and serves as a reflection of your character's magical growth, the various monster encounters you've faced, or the ambient magic you've absorbed during your adventures. Importantly, the spell can be drawn from any spell list, as long as the DM agrees, allowing you to explore options beyond the traditional Mage spell list, including spells from Cleric, Druid, or even monster spell lists.
#### Monster Absorption
Whenever you witness a creature casting a spell or utilizing a magical effect, you have the chance to attempt to absorb that magic. To do so, you must make an Arcana check, with the difficulty set at 10 plus the level of the spell being cast. If you succeed in this check, the spell is successfully stored in your spellbook for future use. However, you can only absorb spells that are of a level up to your highest available spell level. Additionally, you are limited in the number of spells you can absorb in this manner; you can absorb a number of spells equal to your Intelligence modifier during each long rest.
### School of Evocation
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
@ -175,7 +188,7 @@ The first time you do so, you suffer no adverse effect. If you use this feature
>
>Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
>
>For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
>For each level of the spell, the process takes 1 hours and costs 25 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
>
>***Replacing the Book***. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
>