Difference between revisions of "Aspect of Lore (5e Subclass)"

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While a spell is active, you must pay a number rune point equal to the spell's level at the start of each turn that its duration continues unless its duration is longer than one hour. If you are unable to pay these rune points, the spell immediately ends. You may choose to learn 2nd level spells from your spell list at 7th level, 3rd level spells at 13th level, and 4th level spells at 19th level. You learn a new spell every even level after 3rd, and gain an additional cantrip at level 10. Whenever you gain a level, you may choose to switch any spell with another you have access to.
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If a spell is still active at the end of a turn subsequent to the one in which you cast it, you must pay a number of rune points equal to the spell's level to maintain it. This follows the same rules as incantations, and if you would end with a negative number of rune points after regaining them, you must immediately cancel a number of incantations or spells in order to not have a negative total of rune points. You do not need to pay rune points at the end of your turn if the spell's duration is longer than one hour.
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You may choose to learn 2nd level spells from your spell list at 7th level, 3rd level spells at 13th level, and 4th level spells at 19th level. You learn a new spell every even level after 3rd, and gain an additional cantrip at level 10. Whenever you gain a level, you may choose to switch any spell with another you have access to.
  
 
Wisdom is your spellcasting ability for your spells, and you use it when setting the saving throw DC and when making an attack roll with your spells.
 
Wisdom is your spellcasting ability for your spells, and you use it when setting the saving throw DC and when making an attack roll with your spells.

Revision as of 08:52, 15 August 2019

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Author: Ghostwheel (talk)
Date Created: July 13 2019
Status: Complete
Editing: Clarity edits only please
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Aspect of Lore

You are learned in the matters of the arcane, and can cast a limited number of curses, barriers, and spells.

Spell Incantations

When you reach 3rd level, your maximum number of rune points is increased by two, and increases by an additional point at levels 5, 11, and 17. In additionm you augment your incantations with the ability to cast a number of spells. You learn two cantrips and 3 spells from the spell list at the end of this section, and must pay a number of rune points when activating a spell as per the following table.

Spell Cost
Spell Level Rune Point Cost
1st level 1
2nd level 3
3rd level 5
4th level 7

If a spell is still active at the end of a turn subsequent to the one in which you cast it, you must pay a number of rune points equal to the spell's level to maintain it. This follows the same rules as incantations, and if you would end with a negative number of rune points after regaining them, you must immediately cancel a number of incantations or spells in order to not have a negative total of rune points. You do not need to pay rune points at the end of your turn if the spell's duration is longer than one hour.

You may choose to learn 2nd level spells from your spell list at 7th level, 3rd level spells at 13th level, and 4th level spells at 19th level. You learn a new spell every even level after 3rd, and gain an additional cantrip at level 10. Whenever you gain a level, you may choose to switch any spell with another you have access to.

Wisdom is your spellcasting ability for your spells, and you use it when setting the saving throw DC and when making an attack roll with your spells.

Spell save DC = 8 + your proficiency modifier + your Wisdom modifier

Spell attack modifier = your proficiency modifier + your Wisdom modifier

Aspect of Lore Spell List

Cantrips (0 level): Blade Ward, Booming BladeSCAG, Chill Touch, Dancing Lights, Fire Bolt, Green-Flame BladeSCAG, Guidance, Lightning LureSCAG, Message, Ray of Frost, Sacred Flame, Thaumaturgy, Word of RadianceXGE

1st level: Absorb ElementsXGE, Armor of Agathys, Bane, Bless, Ceremony, Command, Detect Evil and Good, Detect Magic, Dissonant Whispers, Divine Favor, Find Familiar, Heroism, Hex, Hideous Laughter, Inflict Wounds, Mage Armor, Protection from Evil and Good, Purify Food and Drink, Ray of Sickness, Sanctuary, Shield, Shield of Faith

2nd level: Barkskin, Blindness/Deafness, Flame Blade, Protection from Poison, Ray of Enfeeblement, Scorching Ray, Shadow BladeXGE, Warding Bond, Web

3rd level: Beacon of Hope, Bestow Curse, Crusader's Mantle, Dispel Magic, Elemental Weapon, Fear, Haste, Magic Circle, Slow, Spirit Guardians, Wall of SandXGE, Wall of WaterXGE, Wind Wall

4th level: Aura of Life, Aura of Purity, Banishment, Blight, Confusion, Divination, Elemental BaneXGE, Guardian of Faith, Resilient Sphere, Stoneskin, Wall of Fire

Lore of Healing

By 9th level, you learn sutras that heal those around you. As an action, you can whisper those sutras to restore a number of hit points equal to five times your exorcist level. Choose a number of creatures within 30' of you, and divide those hit points among them. This feature can restore a creature to no more than half its maximum hit points. You can't use this feature on an undead or construct. This features recharges at the end of a short or long rest.

Sacred Abode

Upon reaching 15th level, you can summon the very abode of the gods down to earth. You gain the ability to cast Temple of the GodsXGE once, and regain the use of this ability at the end of a long rest.



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Ghostwheel's Homebrew (347 Articles)
Ghostwheelv
AuthorGhostwheel +
Identifier5e Subclass +
RatingUndiscussed +
SummaryAs a learned loremaster, you have unlocked spell secrets that few others know. +
TitleAspect of Lore +