You may choose to lose the proficiency in one of the skills to gain expertise in the other. Your Grimoire will have a diamond shaped symbol in it's cover, and you will gain proficiency in the Persuasion and Deception skills. Your Grimoire will have a clover shaped symbol in it's cover, and you will gain proficiency in the Arcana and Religion skills. You may gain Intermediate level spells at 5th level, starting at 10th level you will start to learn Senior level spells, at 15th level you will start learning Grand level spells.Īt 1st level you must choose in which magic kingdom you were born, or where your grimoire came from: You may also at the end of a long rest, change your spell for a improved version you meet the level requirements of. Starting at 1st level, you may have a number of spells from the Junior list equal to your proficiency bonus.Īt the end of a long rest, you can unlearn 1 spell you know to learn 1 other spell of your grimoire spell list. Your chosen grimoire will have a list of spells you may learn and add to your book, making you grow in power as you become stronger and wiser. You must choose one of the Grimoires listed at the end of this class description. This spellbook is unable to be destroyed, and will return to your possession by any means possible at the beginning of the turn after it left your possession. Grimoire Īt 1st level, you gain a spellbook that has been fortified by an immense amount of magic to increase your natural magical ability. Mana Attack Rolls = proficiency bonus + your Wisdom modifier. Mana save DC = 8 + proficiency bonus + your Wisdom modifier. Some of your mana features require the target to make a saving throw, or for you to roll an attack roll. You regain all lost mana points at the end of an long rest. You have 3 mana points + Your Wisdom modifier, and may use them for your Grimoire features. Starting at 1st level, you have learned on how the harvest the magical energy within you called Mana. ( a) a belt pouch containing 6d4 x10 gold or ( b) a broomĪbility Score Improvement, Mage Origin feature.( a) a dungeoneer's pack or ( b) an explorer's pack.You start with the following equipment, in addition to the equipment granted by your background: Hit Dice: 1d8 per Grimoire User level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Grimoire User level after 1stĪrmor: None Weapons: Simple Weapons Tools: One artisan's tool or musical instrument Saving Throws: Wisdom, Dexterity Skills: Choose three from: Athletics, Intimidation, Acrobatics, Arcana, Nature, Perception, Persuasion, and Survival Equipment The Outlander or Hermit background is suggested.Īs a Grimoire User you gain the following class features. First, Wisdom should be your highest ability score, followed by Dexterity. You can make a Grimoire User quickly by following these suggestions. As the user develops their ability, they gain new spells, but they are often restricted to a single theme. Each Grimoire is unique to each user and contains a list of spells. However, due to its volatile nature, casting is incredibly difficult without a magical book called a Grimoire. A form of purified magic, mana is a powerful resource for a mage to control.
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