Adept

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This is the common person's wizard they have some limited casting and get a familiar but this is easily the weakest caster class in the game, which makes sense it was designed for NPCs.

Role: Spell

Characteristics: Caster NPC class, they get a familiar. Woohoo!

Source: Dungeon Master's Guide

Game Rule Information

The Adept has the following game statistics.

Abilities: Strength for hitting things and Constitution for staying alive/

Alignment: Any

Hit Die: d8

Starting Gold: 6d4 x 10

Class Skills

The Adept's class skills are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis) and Wilderness Lore (Wis).

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Adept.

Weapon and Armor Proficiency: A Adept is proficient with Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields.

Spells: An adept casts divine spells which are drawn from the adept spell list (see below). Like a cleric, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells.

To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept’s spell is 10 + Caster Level.

Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.

Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Adept. In addition, she receives bonus spells per day if she has a high Wisdom score.

When Table 1-1: Adept Progression indicates that the adept gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

Each adept has a particular holy symbol (as a divine focus) depending on the adept’s magical tradition.

Summon Familiar: At 2nd level, an adept can call a familiar, just as a sorcerer or wizard can.

Table 1-1: Adept Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spells per Day
0 1st 2nd 3rd 4th 5th
1st +0 +0 +0 +2 3 1
2nd +1 +0 +0 +3 Summon familiar 3 1
3rd +1 +1 +1 +3 3 2
4th +2 +1 +1 +4 4 2 0
5th +2 +1 +1 +4 4 2 1
6th +3 +2 +2 +5 4 2 1
7th +3 +2 +2 +5 4 3 2
8th +4 +2 +2 +6 5 3 2 0
9th +4 +3 +3 +6 5 3 2 1
10th +5 +3 +3 +7 5 3 2 1
11th +5 +3 +3 +7 5 3 3 2
12th +6/+1 +4 +4 +8 6 4 4 2 0
13th +6/+1 +4 +4 +8 6 4 4 2 1
14th +7/+2 +4 +4 +9 3 4 4 2 1
15th +7/+2 +5 +5 +9 6 4 4 3 2
16th +8/+3 +5 +5 +10 7 5 5 4 2 0
17th +8/+3 +5 +5 +10 7 5 5 4 2 1
18th +9/+4 +6 +6 +11 7 5 5 4 2 1
19th +9/+4 +6 +6 +11 7 5 5 4 3 2
20th +10/+5 +6 +6 +12 7 5 5 4 3 2

Bonus Spells

In 3.6e, spellcasters who have a limited number of spells per day are granted additional spell slots based on their casting stat modifier according to the table below. In order to receive the bonus spell slots, they must already be able to cast spells of that level.

Table 1-2: Bonus Spells
Skill Bonus Level 0 Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9
1 1 1 1 0 0 0 0 0 0 0
2 2 2 1 1 1 1 0 0 0 0
3 3 3 2 2 1 1 1 0 0 0
4 4 4 2 2 1 1 1 1 1 0
5 5 5 3 2 1 1 1 1 1 1
6 6 6 3 2 2 1 1 1 1 1
7 7 7 4 2 2 1 1 1 1 1
8 8 8 4 3 2 2 1 1 1 1
9 9 9 5 3 2 2 2 1 1 1
10 10 10 5 3 3 2 2 1 1 1
11 11 11 6 4 3 2 2 1 1 1

Adept Spell List

Adepts choose their spells from the following list.

0 Level

create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, touch of fatigue.

1st Level

bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.

2nd Level

aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, scorching ray, see invisibility, web.

3rd Level

animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues.

4th Level

cure critical wounds, minor creation, polymorph, restoration, stoneskin, wall of fire.

5th Level

baleful polymorph, break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone.