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General Tabletop Discussion
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Should 5e have more classes (Poll and Discussion)?
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<blockquote data-quote="Minigiant" data-source="post: 8091012" data-attributes="member: 63508"><p>I have a quick mock up the concepts that I did on a break.</p><p></p><p>[SPOILER="Scholar Lore thingies"]</p><p>Truenaming: Lexicon of the Evolving Mind</p><p>Prerequisite: Proficiency in Arcana</p><p>You know some of the Truespeak for living beings, mortal and immortal. By saying them with the few adjectives you can utter, their base natures can be altered. Make a Intelligence (Arcana) check and choose a Utterance against a DC 10 plus the HD of the target. If you succeed, the target is affected by the Utterance. If you fail, the target cannot be affected by that utterance from you for 24 hours. You may spend a lore point to roll a d8 and add it to the result of your intelligence (Arcana) check.</p><p></p><p>Utterances</p><p>Energy Negation- The target gets resistance or vulnerability to fire, lightning, or cold damage.</p><p>Speed of the Zephyr- The target's speed is halved or doubled for an hour</p><p>Word of Nurturing- The target is healed 2d8 damage or takes 1dd8 poison damage</p><p></p><p>Book of Legends</p><p>Prerequisite: Profiency in History.</p><p>You can recall a legend pertaining to this situation. As a bonus action you can spend a lore point to grant anyone who can hear you a bonus to any ability check equal to your Intelligence modifier.</p><p></p><p>Fluent Bilinguist</p><p>Prerequisite: Proficiency in Diplomacy. Know 4 or more languages</p><p>You are experienced at blending multiple languages together to impart a sense of familiarity in others. If you and another share at least 2 languages, you can spend a lore point to gain advantage on Charisma check with them. If you share 3 or more languages, you may spend an additional lore point to add 1d8 to the result of the check.</p><p></p><p>Strategist's Epiphany</p><p>Prerequisite: Profiency in History</p><p>You notice similarities between the current layout and ambushes from the past. Before initiative is rolled, you can spend a lore point to grant every ally within 30ft a bonus to Initiative rolls and damage rolls for the first 2 rounds of combat equal to your Intelligence modifier.</p><p></p><p>Reliable Haggler</p><p>Prerequisite: Proficiency in Diplomacy</p><p>You are practiced in monetary negotiation and notice slips of the tongue to pull discounts. When purchasing a single good or service, you may spend a lore point to get a discount as a percentage equal to your Charisma score plus your scholar level.</p><p></p><p>Theologian's Shield </p><p>Prerequisite: Proficiency in Religion</p><p>Recalling lore from sacred text, you know how to defend against attacks typically used by the extraplanar. As a reaction, you can spend a lore point and grant yourself and any number of allies within 10 feet resistance to lightning, necrotic, and lightning damage for 1 minute.</p><p></p><p>Spell Surgery</p><p>Prerequisite: Proficiency in Medicine, Field of Physicians</p><p>You know exactly where to apply healing magic to enhance it's effect. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend a lore point to reroll any number of those dice once.</p><p></p><p>Surgical Strike</p><p>Prerequisite: Proficiency in Medicine</p><p>You know exactly where to strike to make an attack hurt more. Before you make a weapon attack, you may spend a lore point to add 2d8 to the damage roll.</p><p></p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Minigiant, post: 8091012, member: 63508"] I have a quick mock up the concepts that I did on a break. [SPOILER="Scholar Lore thingies"] Truenaming: Lexicon of the Evolving Mind Prerequisite: Proficiency in Arcana You know some of the Truespeak for living beings, mortal and immortal. By saying them with the few adjectives you can utter, their base natures can be altered. Make a Intelligence (Arcana) check and choose a Utterance against a DC 10 plus the HD of the target. If you succeed, the target is affected by the Utterance. If you fail, the target cannot be affected by that utterance from you for 24 hours. You may spend a lore point to roll a d8 and add it to the result of your intelligence (Arcana) check. Utterances Energy Negation- The target gets resistance or vulnerability to fire, lightning, or cold damage. Speed of the Zephyr- The target's speed is halved or doubled for an hour Word of Nurturing- The target is healed 2d8 damage or takes 1dd8 poison damage Book of Legends Prerequisite: Profiency in History. You can recall a legend pertaining to this situation. As a bonus action you can spend a lore point to grant anyone who can hear you a bonus to any ability check equal to your Intelligence modifier. Fluent Bilinguist Prerequisite: Proficiency in Diplomacy. Know 4 or more languages You are experienced at blending multiple languages together to impart a sense of familiarity in others. If you and another share at least 2 languages, you can spend a lore point to gain advantage on Charisma check with them. If you share 3 or more languages, you may spend an additional lore point to add 1d8 to the result of the check. Strategist's Epiphany Prerequisite: Profiency in History You notice similarities between the current layout and ambushes from the past. Before initiative is rolled, you can spend a lore point to grant every ally within 30ft a bonus to Initiative rolls and damage rolls for the first 2 rounds of combat equal to your Intelligence modifier. Reliable Haggler Prerequisite: Proficiency in Diplomacy You are practiced in monetary negotiation and notice slips of the tongue to pull discounts. When purchasing a single good or service, you may spend a lore point to get a discount as a percentage equal to your Charisma score plus your scholar level. Theologian's Shield Prerequisite: Proficiency in Religion Recalling lore from sacred text, you know how to defend against attacks typically used by the extraplanar. As a reaction, you can spend a lore point and grant yourself and any number of allies within 10 feet resistance to lightning, necrotic, and lightning damage for 1 minute. Spell Surgery Prerequisite: Proficiency in Medicine, Field of Physicians You know exactly where to apply healing magic to enhance it's effect. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend a lore point to reroll any number of those dice once. Surgical Strike Prerequisite: Proficiency in Medicine You know exactly where to strike to make an attack hurt more. Before you make a weapon attack, you may spend a lore point to add 2d8 to the damage roll. [/SPOILER] [/QUOTE]
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