Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- **SINCE NEW UA, THIS IS DICKASS USELESS**
- WIZARD - ARCHIVIST:
- 2ND: ANCIENT LEARNING
- Upon gaining second level, select a single Cleric domain. You may spend one day and 100gp per spell level to copy a single spell from the spell list for this into your spellbook. You must have access to either a Clerical tutor, which can cost from 1gp to 100gp per day, or a scroll of the spell in question, which is expended upon finishing this process as though it were cast. This may be done only with spells of level 5th or lower. For example, copying a Mass Cure Wounds spell, from the Life domain, into your spellbook would take five days and cost 500gp. The DM is free to set additional costs or requirements to this as they please. You may not change your selected domain at any time.
- 2ND: DARK LORE
- You gain access to Dark Lore points equal to one plus your intelligence modifier (minimum one). Each of these points can be spent to reroll an ability check to determine information or all dice of a spell's damage dice. However, you have disadvantage on all ability checks and saving throws for one round per dice rerolled this way.
- 6TH: ANCIENT KNOWLEDGE
- You may add your proficiency bonus to any roll made to determine information. This is added even if you are already proficient or have expertise with the roll. However, this bonus is not doubled if you have expertise with the given roll.
- 10TH: GREATER LORE
- Your Dark Lore points can also be used, as a reaction, for any target within 120ft that you have line of sight to. In addition, your Dark Lore points now equal two plus twice your intelligence modifier (minimum two). You must still take the penalty described under Dark Lore.
- 14TH: ANCIENT REALISATION - REWORK ME
- Once per long rest, as an action, you may expend all your remaining Dark Lore points to create a sphere centered on your current location with a radius equal to 5ft per Dark Lore point expended this way. This area is considered difficult terrain. In addition, anyone who begins their turn in this area, or is within it upon it's creation, is subjected to a grapple attempt, at +0, and takes 2d8 bludgeoning damage if it is successful. If a target is grappled at the start of their turn, they immediately take any damage from being in the area, and are knocked Prone. If they are already knocked Prone, they are Restrained. This does not end the Prone condition, although breaking the grapple ends the Restrained condition. The bonus used for the original grapple attempt is considered to be the bonus to the Strength (Athletics) check for any escape attempts made. Any damage from this area counts as magical. If this ability kills a target, their soul is sealed and they cannot be brought back to life by any effect, until a Wish spell is used to remove the effect of this ability. This area lasts for a number of rounds equal to three plus the number of Dark Lore points spent this way, and counts as a 5th level spell for the purposes of Dispel Magic and similar effects. You cannot use any teleportation ability within this area, though anyone else within the area can. You have disadvantage on all ability checks and saving throws for the duration of this ability.
- You may grant the grapple attempt +1 to its roll at the cost of reducing your maximum health by four, and may add an additional dice of damage at the cost of reducing your maximum health by ten. You cannot elect to reduce your maximum health to less than half of your original maximum health this way. If you spend all your Dark Lore points on this ability, it counts as an 6th level spell. If you also take the maximum amount of reduction with the below capability, it counts as a 7th level spell. If, for any reason, this ability counts as an 6th level spell, the duration is doubled. If, for any reason, this ability counts as a 7th level spell, the duration is instead quadrupled. This ability immediately ends if your health is reduced to zero for any reason.
- For example, an Archivist with 20 intelligence and 220 maximum health could create an area 60ft in radius that grapples at +10 and deals 9d8 damage at the cost of 110HP of maximum health reduction and all their Dark Lore points. This area would last sixty rounds, or six minutes, and count as a 7th level spell.
Advertisement
Add Comment
Please, Sign In to add comment