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RITUALIST

Level

Prof
Bonus

Features

Cantrips

2nd

3rd

4th

5th

6th

7th

8th

9th

Runecasting

Dedication

Ability Score Improvement

Dedication Benefit

Ability Score Improvement

10

Dedication Benefit

11

12

Ability Score Improvement

13

14

Dedication Benefit

15

Swift Runes

16

Ability Score Improvement

17

Dual Ritual

18

Dedication Benefit

19

Ability Score Improvement

20

st

Class Features
As a Ritualist, you gain the following class features:
Hitpoints
Hit Dice: 1d8 per Ritualist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per ritualist level
after 1st
Proficiencies
Armour: Light armor
Weapons: Simple weapons, longswords, hand crossbows, shortswords
Tools: Calligraphers Tools, Smiths Tools, Masons Tools
Saving Throws: Intelligence and Dexterity

Skills: Choose three from the following: Religion, Arcana, Insight, Nature, History,
Medicine, Perception.
Spellcasting
Whilst the majority of your magical ability stems from your Runic Rituals, you are
still capable of using your innate magical talent to channel lower level Runes as
spells. See chapter 10 of the Players handbook for general spellcasting rules.
Cantrips
You know three cantrips of your choice from the ritualist spell list. You learn
additional ritualist cantrips of your choice at higher levels, as shown in the Cantrips
Known column of the ritualist table.
Spell Slots
The Ritualist table shows how many spell slots you have to channel your runes as
spells of 1st level and higher. To cast one of these ritualist spells, you must expend a
slot of the spells level or higher. You regain all expended spell slots when you finish
a long rest. For example, if you know the 1st-level Rune of magic missile and have a
1st-level and a 2nd-level spell slot available, you can cast magic missile using either
slot.
Spellcasting Ability
Wisdom is your spellcasting ability for your Ritualist spells and rituals, since
memorisation of the complicated runes is essential to preparing runic rituals and
the runes themselves glean power from your focus. You use your Wisdom whenever
a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier
when setting the saving throw DC for a Ritualist spell or ritual you cast and when
making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your intelligence modifier
Spellcasting Focus
You can use a runic focus as a spellcasting focus for all Ritualist spells and Runes.
Learning Runes of 1st Level to 9th level
Each time you gain a Ritualist level, you may memorize two new Runes. Each of
these Runes must be of a level for which you have spell slots, as shown on the
Ritualist table. You may learn further Runes through tuition or reading spellbooks: If
you come across a spellcaster capable of casting a spell on the Ritualist Rune list,
you may ask them to demonstrate the spell or show you its entry in their spellbook
if applicable). Either method is time-intensive: after the spell has been
demonstrated or read about, half an hour per spell level must be expended
contemplating the spell before you are capable of devising a way to express the
spell through Runes. Of course, spellcasters are not compelled to offer such a
demonstration: oftentimes financial compensation or some arduous task may be
asked of you. Spells cast by foes during combat do not count as a demonstration,
nor do spells that are cast while the Ritualist is not paying undivided attention
towards the caster. Runes learnt in this manner may only be cast once you have the
necessary spell slots.

Runic Rituals of 1st Level to 9th level


The core spellcasting feature of a Ritualist. All Runes may be cast as a runic ritual at
will outside of combat, for a time cost equivalent to the spells level in hours. If the
spell may be cast at higher levels. You may raise the spells level by expending an
additional minute per level raised. In order to cast a runic ritual, neither of the
Ritualists hands may be occupied and the Ritualist must have a solid floor upon
which to inscribe runes. No writing implement is necessary for inscription-the act of
recalling the runes and sketching them with a finger is sufficient.
Dedication
At second level, a Ritualists dedication is chosen. Different dedications allow the
Ritualist to focus their magic in different ways. You gain class features exclusive to
your dedication at 2nd, 6th, 10th, 14th and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can
increase one ability score of your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you cant increase an ability score above 20 using
this feature.
Swift Runes
At 15th level, you may cast two cantrips as a single action.
Dual Ritual
At 17th level, you may perform two rituals simultaneously outside of combat,
however you may not finish either until both are complete.
Dedications
RUNEFORGER
Runic Forging At 2nd level, you gain the ability to create a Runic Golem from the
earth by expending eight hours of concentration. This Golem acts on your initiative
step and has the profile laid out at the end of this class document. It may function
as a Runic Focus if you wish it to. In combat, you may give up your action to allow it
to move or attack, and/or you may give up your bonus action to allow it to move. If
your Golem is lost or destroyed, you may create a new one in the same manner.
Advanced Forging At 6th level, you may forge your Golem from a different material,
provided you have at least 1000 pounds of that material.
Gemcrafting At 10th level, you may inset your Golem with gemstones for a chance
to gain the appropriate effect. Setting them into the Golems fists grants the effects
the gem would have on a weapon, while setting a gem into the body grants the
effects it would have on Armor. You may have a maximum of two effects for each
(body and fists).
Golemic Command At 14th level, when you give up your action to allow the Golem
to attack, it may attack twice.
Personal Assistants At 18th level, you may create a second Golem.
RUNEBLADE

Warmaster At 2nd level, you gain proficiency in medium armor and martial
weapons.
Extra Attack At 6th level, you may make a second attack any time you take the
attack action.
Runestance At 10th level, you may, as a bonus action, declare a Stance. There are
two stances you may take:
- Runic Strike: You have advantage on all attack rolls, however, enemies
also have advantage when attacking you.
- Runic Ward: You have disadvantage on all attack rolls, however, enemies
also have disadvantage when attacking you.
Runic Infusion At 14th level, you may infuse your weapon with a permanent minor
rune. This rune can only activate while the weapon is wielded by you. Choose one of
the following to inscribe, you may choose to activate this benefit any time you
attack:
- Furor: A creature hit by this infusion must immediately roll a d6. On an
even number, it uses its reaction to attack its nearest ally. On an odd
number, it uses its reaction to attack the Runeblade that struck it.
- Infirmatis: A creature hit by this infusion has resistance to the triggering
attack, but falls prone.
Spellblade Mastery At 18th level, you may forgo your second attack when taking
the Attack action, and may instead cast one spell that takes 1 action.
BLOODBINDER
Bloodbound At 2nd level, you may select two rituals to become Bloodbound. These
may be cast in combat with a cast time of one action. Doing so costs d8 hit points
per spell level. In addition, your cantrips deal half damage, but any cantrip that
deals damage becomes a Bloodbound Cantrip, which heals you for the number of
hit points it damages your enemy.
Bloodsmite At 6th level, you may choose an additional Bloodbound Ritual. In
addition, you may roll a d4, a d6, a d8, a d10, a d12, or a d20 any time you hit with
a weapon attack. You inflict this amount of extra damage, but you take the damage
as well.
Blood Oath At 10th level, you may choose an additional Bloodbound Ritual. In
addition, you may, as an action, roll a d4, a d6, a d8, a d10, a d12, or a d20. You
heal an ally this amount of hit points, but take the same amount minus your
Wisdom modifier in damage.
Blood Sacrifice At 14th level, you may choose an additional Bloodbound Ritual. In
addition, you may roll a d100 for your Bloodsmite or Blood Oath abilities.
Blood Bath At 18th level, you may choose an additional Bloodbound Ritual. In
addition, you may slice open your own flesh. Choose one of the following: d4, d6,
d8, d10, d12, d20, or d00. You force all creatures within a 50 foot radius to make a
Constitution Save at your spellcasting DC. Any creature that fails the save takes an
amount of damage equal to the die you chose. For each creature that takes this
damage, you take damage equal to what that creature took minus your Wisdom
Modifier. Also at this level, you may, once per day, cast a spell as you would a
Bloodbound Cantrip.

EARTH GOLEM
AC: 14 HP: 133

Speed: 20 Feet

STR: 20 (+5) DEX: 9 (-1) CON: 18 (+4)


INT: 3 (-4) WIS: 8
(-1) CHA: 1 (-5)
Damage Immunities: Acid, Poison, Psychic
Damage Resistances: Nonmagical Physical Damage
Condition Immunities: Charmed, Exhaustion, Paralyzed, Frightened,
Poisoned
Languages: Cant speak, but understands the languages of its creator
Berserk: Any turn the golem begins with 60 HP or fewer, roll a d6. On a 6,
the golem goes berserk. On each of its turns while berserk, the golem
attacks the nearest creature it can see. If no creature is near enough to
move to and attack, the golem attacks an object. A golem remains berserk
until destroyed or fully healed.
Actions
Slam: Melee Weapon Attack: +8 to hit, reach 5 feet, one target. Hit:
2d10+5 bludgeoning damage.
STONE GOLEM
AC: 17 HP: 178
Speed: 30 Feet
STR: 22 (+6) DEX: 9 (-1) CON: 20 (+5)
INT: 3 (-4) WIS: 11
(+0) CHA: 1 (-5)
Damage Immunities: Poison, Psychic
Damage Resistances: Nonmagical Physical Damage
Condition Immunities: Charmed, Exhaustion, Paralyzed, Frightened,
Poisoned, Petrified
Languages: Cant speak, but understands the languages of its creator
Berserk: Any turn the golem begins with 60 HP or fewer, roll a d6. On a 6,
the golem goes berserk. On each of its turns while berserk, the golem
attacks the nearest creature it can see. If no creature is near enough to
move to and attack, the golem attacks an object. A golem remains berserk
until destroyed or fully healed.
Actions
Slam: Melee Weapon Attack: +10 to hit, reach 5 feet, one target. Hit:
3d8+6 bludgeoning damage.
IRON GOLEM
AC: 20 HP: 210
Speed: 30 Feet
STR: 24 (+7) DEX: 9 (-1) CON: 18 (+4)
INT: 3 (-4) WIS: 8
(-1) CHA: 1 (-5)
Damage Immunities: Poison, Psychic, Fire
Damage Resistances: Nonmagical Physical Damage
Condition Immunities: Charmed, Exhaustion, Paralyzed, Frightened,
Poisoned, Petrified
Languages: Cant speak, but understands the languages of its creator
Berserk: Any turn the golem begins with 60 HP or fewer, roll a d6. On a 6,
the golem goes berserk. On each of its turns while berserk, the golem
attacks the nearest creature it can see. If no creature is near enough to
move to and attack, the golem attacks an object. A golem remains berserk
until destroyed or fully healed.
Actions
Slam: Melee Weapon Attack: +13 to hit, reach 5 feet, one target. Hit:
3d8+7 bludgeoning damage.

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