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<blockquote data-quote="Antonlowe" data-source="post: 7047282" data-attributes="member: 57841"><p><strong>The Adept</strong></p><p></p><p>Classes</p><p>[h=1]Adept[/h]Students of great potential and unwavering discipline may walk the path of the adept. Wielders of powerful magic such as the adept control forces both dangerous and powerful. Only the truly devoted will ever learn the great secrets found within the art of magic.</p><p>[h=2]<strong>Hit Points</strong>[/h]<strong>Hit Dice: </strong>d6</p><p><strong>Hit Points at 1[SUP]st[/SUP] Level: </strong>6 + Constitution Modifier.</p><p><strong>Hit Points at Higher Levels: </strong>3 + Constitution Modifier per level after 1[SUP]st[/SUP].</p><p>[h=2]Starting Proficiencies[/h]You are proficient in all the following features in addition to any proficiencies acquired from race or background.</p><p><strong>Armor: </strong>None</p><p><strong>Weapons: </strong>Simple Weapons.</p><p><strong>Saving Throws: </strong>Wisdom and Intelligence or Charisma.</p><p><strong>Tools, Skills and Language Proficiencies: </strong>Pick any 2.</p><p>[h=2]Equipment[/h]1. (a) Chainmail or, (b) Leather Armor, Longbow with 20 arrows.</p><p>2. (a) A martial weapon and shield or, (b) two martial weapons.</p><p><strong>3.</strong>A Traveler’s Pack</p><p>[h=3]<strong>Tradition</strong>[/h]As a student of magic, you must choose the source of your magical power; Arcane, Divine, or Primal.</p><p> </p><p>If you chose the Arcane source, you gain access to the Wizard class spell list.</p><p>If you choose the Divine source, you gain access to the Cleric class spell list.</p><p>If you choose the Primal source, you gain access to the Druid class spell list.</p><p> </p><p>[h=3]<strong>Source</strong>[/h]<em>Adepts channel magic in different ways. Some learn magic through years of study, others channel power from the sheer force of their personality, and a few from a quite inner power. </em></p><p>At 1[SUP]st[/SUP] level, you must choose a <strong>Key Ability</strong> associated with your spellcasting. This must be one of your mental ability scores (Int, Wis, or Cha).</p><p>You add your key ability modifier to the Save DC of all spells you cast. You also add your key ability modifier to all attack rolls you make with spells. </p><p></p><p>[h=3]Preparing and Casting Spells[/h]You start at 1[SUP]st[/SUP] level with 3 cantrips prepared. Additionally you may choose an additional number of spells equal to your key ability modifier + your adept level to prepare. These must all be spells for which you spell slots for.</p><p>If you wish to change your prepared spells, you may do so, but first you must find a source which contains the spell which you wish to prepare. See downtime rules for more information.</p><p>The Adept table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.</p><p> </p><p>[h=3]Font of Magic[/h]At 2[SUP]nd[/SUP] level, you gain access to the font of magic. You gain 2 mana points, and you gain an additional mana point every time you gain a level of adept. You may never have more mana points then your level. You regain all spent mana points at the end of a long rest.</p><p><strong>Flexible Casting: </strong>You may spend mana points to cast spells without using spell slots, or sacrifice spell slots to gain extra mana points.</p><p>You may cast a spell you have prepared by spending a number of mana points equal to twice the spells level.</p><p>You may sacrifice an unused spell slot to regain a number of mana points equal to the slots spell level.</p><p>[h=3]Talent[/h]At 3[SUP]rd[/SUP] level and every two levels thereafter (6[SUP]th[/SUP], 8[SUP]th[/SUP] 10[SUP]th[/SUP], 12[SUP]th[/SUP], 14[SUP]th[/SUP], 16[SUP]th[/SUP] and 18[SUP]th[/SUP] level) you gain a talent. You may choose from one of the following options.</p><p>· Add +1 to two different ability scores of your choice. This cannot increase an ability score above 18.</p><p>· Gain any one feat for which you qualify for.</p><p>[h=3]Archetype[/h]At 4[SUP]th[/SUP] level you may choose an archetype of your choice. At 4[SUP]th[/SUP], 7[SUP]th[/SUP], 11[SUP]th[/SUP], 15[SUP]th[/SUP], and 19[SUP]th[/SUP] level you gain an additional feature from your archetype.</p><p>[h=3]Meta Magic[/h]At 5[SUP]th[/SUP] level, and again at 9[SUP]th[/SUP], 13[SUP]th[/SUP], 15[SUP]th[/SUP] and 17[SUP]th[/SUP] level. You may choose one meta magic ability. </p><p><strong>Careful Spell: </strong>When you Cast a Spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 mana point and choose a number of those creatures up to your key ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.</p><p><strong>Distant Spell: </strong>When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 mana point to double the range of the spell.</p><p>When you Cast a Spell that has a range of touch, you can spend 1 mana point to make the range of the spell 30 feet.</p><p><strong>Empowered Spell: </strong>When you roll damage for a spell, you can spend 1 mana point to reroll a number of the damage dice up to your key ability modifier (minimum of one). You must use the new rolls.</p><p>You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.</p><p><strong>Extended Spell: </strong>When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 mana point to double its Duration, to a maximum Duration of 24 hours.</p><p><strong>Heightened Spell: </strong>When you Cast a Spell that forces a creature to make a saving throw to resist its effects, you can spend 3 mana points to give one target of the spell disadvantage on its first saving throw made against the spell.</p><p><strong>Quickened Spell: </strong>When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 mana points to change the Casting Time to 1 Bonus Action for this casting.</p><p><strong>Subtle Spell</strong>: When you Cast a Spell, you can spend 1 mana point to cast it without any somatic or verbal Components.</p><p><strong>Twinned Spell: </strong>When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of mana points equal to the spell’s level to target a second creature in range with the same spell (1 mana point if the spell is a cantrip).</p><p>To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.</p><p><strong>Substituted Spell: </strong>When you cast a spell that deals, acid, cold, fire, lightning or thunder damage, you may spend 1 mana point to change the type of damage to another elemental type.</p></blockquote><p></p>
[QUOTE="Antonlowe, post: 7047282, member: 57841"] [b]The Adept[/b] Classes [h=1]Adept[/h]Students of great potential and unwavering discipline may walk the path of the adept. Wielders of powerful magic such as the adept control forces both dangerous and powerful. Only the truly devoted will ever learn the great secrets found within the art of magic. [h=2][B]Hit Points[/B][/h][B]Hit Dice: [/B]d6 [B]Hit Points at 1[SUP]st[/SUP] Level: [/B]6 + Constitution Modifier. [B]Hit Points at Higher Levels: [/B]3 + Constitution Modifier per level after 1[SUP]st[/SUP]. [h=2]Starting Proficiencies[/h]You are proficient in all the following features in addition to any proficiencies acquired from race or background. [B]Armor: [/B]None [B]Weapons: [/B]Simple Weapons. [B]Saving Throws: [/B]Wisdom and Intelligence or Charisma. [B]Tools, Skills and Language Proficiencies: [/B]Pick any 2. [h=2]Equipment[/h]1. (a) Chainmail or, (b) Leather Armor, Longbow with 20 arrows. 2. (a) A martial weapon and shield or, (b) two martial weapons. [B]3.[/B]A Traveler’s Pack [h=3][B]Tradition[/B][/h]As a student of magic, you must choose the source of your magical power; Arcane, Divine, or Primal. If you chose the Arcane source, you gain access to the Wizard class spell list. If you choose the Divine source, you gain access to the Cleric class spell list. If you choose the Primal source, you gain access to the Druid class spell list. [h=3][B]Source[/B][/h][I]Adepts channel magic in different ways. Some learn magic through years of study, others channel power from the sheer force of their personality, and a few from a quite inner power. [/I] At 1[SUP]st[/SUP] level, you must choose a [B]Key Ability[/B] associated with your spellcasting. This must be one of your mental ability scores (Int, Wis, or Cha). You add your key ability modifier to the Save DC of all spells you cast. You also add your key ability modifier to all attack rolls you make with spells. [h=3]Preparing and Casting Spells[/h]You start at 1[SUP]st[/SUP] level with 3 cantrips prepared. Additionally you may choose an additional number of spells equal to your key ability modifier + your adept level to prepare. These must all be spells for which you spell slots for. If you wish to change your prepared spells, you may do so, but first you must find a source which contains the spell which you wish to prepare. See downtime rules for more information. The Adept table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. [h=3]Font of Magic[/h]At 2[SUP]nd[/SUP] level, you gain access to the font of magic. You gain 2 mana points, and you gain an additional mana point every time you gain a level of adept. You may never have more mana points then your level. You regain all spent mana points at the end of a long rest. [B]Flexible Casting: [/B]You may spend mana points to cast spells without using spell slots, or sacrifice spell slots to gain extra mana points. You may cast a spell you have prepared by spending a number of mana points equal to twice the spells level. You may sacrifice an unused spell slot to regain a number of mana points equal to the slots spell level. [h=3]Talent[/h]At 3[SUP]rd[/SUP] level and every two levels thereafter (6[SUP]th[/SUP], 8[SUP]th[/SUP] 10[SUP]th[/SUP], 12[SUP]th[/SUP], 14[SUP]th[/SUP], 16[SUP]th[/SUP] and 18[SUP]th[/SUP] level) you gain a talent. You may choose from one of the following options. · Add +1 to two different ability scores of your choice. This cannot increase an ability score above 18. · Gain any one feat for which you qualify for. [h=3]Archetype[/h]At 4[SUP]th[/SUP] level you may choose an archetype of your choice. At 4[SUP]th[/SUP], 7[SUP]th[/SUP], 11[SUP]th[/SUP], 15[SUP]th[/SUP], and 19[SUP]th[/SUP] level you gain an additional feature from your archetype. [h=3]Meta Magic[/h]At 5[SUP]th[/SUP] level, and again at 9[SUP]th[/SUP], 13[SUP]th[/SUP], 15[SUP]th[/SUP] and 17[SUP]th[/SUP] level. You may choose one meta magic ability. [B]Careful Spell: [/B]When you Cast a Spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 mana point and choose a number of those creatures up to your key ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. [B]Distant Spell: [/B]When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 mana point to double the range of the spell. When you Cast a Spell that has a range of touch, you can spend 1 mana point to make the range of the spell 30 feet. [B]Empowered Spell: [/B]When you roll damage for a spell, you can spend 1 mana point to reroll a number of the damage dice up to your key ability modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. [B]Extended Spell: [/B]When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 mana point to double its Duration, to a maximum Duration of 24 hours. [B]Heightened Spell: [/B]When you Cast a Spell that forces a creature to make a saving throw to resist its effects, you can spend 3 mana points to give one target of the spell disadvantage on its first saving throw made against the spell. [B]Quickened Spell: [/B]When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 mana points to change the Casting Time to 1 Bonus Action for this casting. [B]Subtle Spell[/B]: When you Cast a Spell, you can spend 1 mana point to cast it without any somatic or verbal Components. [B]Twinned Spell: [/B]When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of mana points equal to the spell’s level to target a second creature in range with the same spell (1 mana point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is. [B]Substituted Spell: [/B]When you cast a spell that deals, acid, cold, fire, lightning or thunder damage, you may spend 1 mana point to change the type of damage to another elemental type. [/QUOTE]
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