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classes:adept

Adept

Adepts are practitioners of simple but effective magic, often serving small communities as healers, wise folk, or keepers of old traditions. Their spells are learned through folk wisdom, spiritual guidance, or long study outside formal magical institutions. While they lack the versatility of true clerics or wizards, adepts can provide healing, protective charms, and other minor magical services that make them respected figures in rural villages and isolated settlements.

WARNING: Adept is considered a non-adventuring class that can only be selected at 1st level. Characters who begin their careers as Adepts gain reduced experience from creature kills and adventuring writs, reflecting their role as village healers and keepers of humble magical traditions rather than wandering adventurers. Choosing Adept as your starting class will also limit your multiclassing options later in your career.

SPELLCASTING: To cast a spell, an adept must have a Wisdom score of 10 + the spell's level. For example, to cast a 2nd-level spell, an adept must have a Wisdom of 12.

- Hit Die: d6 (6 per level).
- Proficiencies: All simple weapons. Adepts are not proficient with armor or shields.
- Skill Points (Int Modifier * 4 at 1st level): 4 + Int Modifier.
- Class Skills: Animal Handling (Cha), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Int), Spellcraft (Int), and Survival (Wis).
- Saves: High will.
- Base Attack Bonus: +1/2
- Spellcasting: Divine (Wisdom-based, spell failure from armor is ignored).

classes/adept.txt · Last modified: (external edit)