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STR - 0
END - 5
AGL - 2
MNA - 5
LCK - 0
Max HP: 90
AC: (16)(armadura mediana)
DC Hechizo: 16
DC Maneuver: 14
Scout DC: 10
Alignment: Neutral.
Class Features
Metalurgista lv5 :
Magos que practican la manipulación de metales que a
menudo son pasados por alto. Estos magos se han
entrenado para equilibrar tanto su destreza física con su
destreza mágica, de manera que puedan estar al frente
en el campo de batalla.
Lanzador de hechizos
Por cada nivel en esta clase obtienes ranuras de
hechizos adicionales, así como hechizos conocidos.
Competencias
Armas simples Hechizos de tipo Transmutacion.
Metalurgia
Al nivel 1 obtienes un numero de puntos de Metalurgia
igual a tu nivel en esta clase. Estos puntos se usan para
habilidades que otorga esta clase. Los puntos de
metalurgia se gastan al ser usados y se recuperan tras
un descanso.
Poder y magia
Al nivel 1 puedes canalizar tus armas con energía
mágica en lugar de tu destreza física. Puedes usar tu
MNA para realizar las tiradas de ataque y daño de tus
armas, en lugar de FUE o AGI. Además, estas armas
ahora se consideran mágicas.
Caparazón blindado
Al nivel 2 has aprendido a sintonizarte mágicamente con
la armadura que usas. No sufres penalizadores al usar
armadura media y puedes usarla sin el requisito de
FUE. Además, puedes usar tu acción bonus para gastar
1 punto de Metalurgia, otorgándote resistencia al daño
físico o 1 tipo de daño elemental durante 1 minuto.
Puedes acumular múltiples resistencias.
Mago de batalla
Al nivel 2 tu mente en el fragor de la batalla está tan
preparada para lanzar hechizos como para cruzar
espadas. Cuando usas tu acción para lanzar un hechizo
de tipo Transmutación, puedes usar tu acción bonus
para gastar un punto de Metalurgia y realizar un ataque.
Tumba metalica
Al nivel 3 puedes enterrarte en un caparazón de metal
para defenderte de los ataques. Como reacción a recibir
daño, obtienes 5 + tu RES puntos de vida temporales
por nivel en esta clase, que permanecen hasta el
comienzo de tu próximo turno. Puedes usar Tumba
Metalica una vez por descanso.
Transmutación regeneradora
Al nivel 4 empiezas a reparar tus heridas con el metal
afectado por tu magia. Cuando lanzas un hechizo de
tipo Transmutación recuperas 2d8 puntos de vida.
Ataque extra
Al nivel 5 puedes atacar dos veces en lugar de una
cuando usar tu acción para Atacar durante tu turno.
Golpe Metálico
Al nivel 5 obtienes la capacidad de aumentar el tamaño
de un arma cuerpo a cuerpo que empuñas. Cuando
realizas un ataque cuerpo a cuerpo, puedes gastar
cualquier número de puntos de Metalurgia para
aumentar el daño infligido en 2d8 por cada punto
gastado.
Feats, Sorcery Traits and Mystic Eyes (opcional)
Dotes
Hechicero de combate
Costo de entrenamiento: 4 de riqueza o 1 nivel de clase
Iniciado en la magia
Costo de entrenamiento: 3 de riqueza o 1 nivel de clase
Background
Association Magi
You are a member of the main branch of the Mage’s
Association: the Clock Tower. Whatever your lineage or
heritage is as a magi, it takes a backseat to your duties
as an association member. You are trained as a “jack of
all trades” style magi who has an aptitude for
understanding all types of thaumaturgy. trained as a
“jack of all trades” style magi who has an aptitude for
understanding all types of thaumaturgy.
Proficiencies
Simple Weapons, 2 spell types of your choice.
Special Proficiency: Cantrips. You are considered
proficient with all cantrips, except Sacraments. You learn
one additional cantrip of your choice.
Wealth
As an Association Magi you have 8 wealth points.
Parting Gift
You gain 5 wealth that can only be used towards Mystic
Codes or Mystic Eyes.
Trucos
Find Familiar
Conjuration
cantrip
Casting Time: 1 action
Range: Self
Components: S
Duration: 8 hours
You conjure a small creature capable of flight in the palm of your hand.
This creature obeys verbal commands and will scout nearby areas as
you choose. The creature has a flight speed of 30 feet and no other
statistics. It uses your MNA modifier to scout.
Message
Transmutation
cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You point your finger toward a creature within range and whisper a
message. The target (and only the target) hears the message and can
reply in a whisper that only you can hear. You can cast this spell through
solid objects if you are familiar with the target and know it is beyond the
barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have
to follow a straight line and can travel freely around corners or through
openings.
Sword Burst
Conjuration
cantrip
Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous
You create a momentary circle of spectral blades that sweep around
you. Each creature within range, other than you, must succeed on an
AGL saving throw or take 2d6 force damage.
Acid Splash
Conjuration
cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous You hurl a bubble of acid. Choose one creature
within range, or choose two creatures within range that are within 5 feet
of each other. A target must succeed on an AGL saving throw or take
1d12 acid damage.
Fire Bolt
Evocation
cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a
ranged spell attack against the target. On a hit, the target takes 2d6 fire
damage. A flammable object hit by this spell ignites if it isn’t being worn
or carried.
Hechizos
Arcane Mark
Divination
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Until dispelled
You touch a willing creature or object. You establish a permanent link
with the subject in your mind, leaving your sigil on it. This mark is
invisible for all creatures, unless they are proficient in divination spells.
You can spend an action to determine the direction and general distance
of the subject, as well its physical condition. In the case of an object, you
know whose possession it is in. You may also spend an action to teleport
within 5 feet of your subject from any distance.
Flow State
Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 24 hours
You align your magical energies, allowing you to change the very course
it takes inside your body. Through this, you can perform superhuman
feats of man. When you cast this spell, choose an option. You may
change your option as a bonus action on subsequent turns. You may
also end this spell at any time as a free action.
Wrath. Your STR stat becomes 7. All your attacks critically strike targets
they hit. All attacks made against you deal double damage.
Calm. Your LCK stat becomes 7. You are immune to opportunity attacks.
If you have not acted on a turn, you are under the effects of the dodge
action.
Divinity. All your stats become 7. You deal triple damage. When you exit
Divinity through any means, you die.
Deploy Field
Abjuration Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a point and instantly manifest a Bounded Field of your choice
originating from that point. When casting a Bounded Field using this
spell, the fields maximum radius is 60 feet.
Conjure Shadowling
Conjuration
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Until dispelled
You conjure a single shadowling in an unoccupied space within range. It
obeys your verbal commands and rolls its own initiative in combat. Your
shadowling remains summoned until it is defeated or you dispell it using
your action. You may only have an amount of shadowlings summoned
equal to your MNA modifier at any given time.
Clairvoyance
Divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous When casting this spell you must picture a
creature you have seen before in your mind. You learn that creature's
current map location.
Zephyr Strike
Transmutation Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You move like the wind. For the duration, your movement doesn’t
provoke opportunity attacks. Once before the spell ends, you can give
yourself advantage on one weapon attack roll on your turn. That attack
deals an extra 1d8 force damage on a hit. Whether you hit or miss, your
movement speed increases by 30 feet until the end of that turn.
Regenerate
Transmutation Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute
You touch a creature and stimulate its natural healing ability. The target
regains 3d6 hit points. For the duration of the spell, the target regains 5
hit points at the start of each of its turns while it is conscious. The
target's severed body members (fingers, legs, tails, and so on), if any,
are restored after 30 seconds. If you have the severed part and hold it to
the stump, the spell instantaneously causes the limb to knit to the stump.
Enhance Movement
Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell
ends, the target's speed is doubled, it has advantage on AGL saving
throws, it is immune to difficult terrain, immune to the prone condition,
and it gains an additional action on each of its turns. That action can be
used only to take the Attack (one weapon attack only), Dash, Disengage,
Hide, or Use an Object action. When the spell ends, the target can't
move or take actions until after its next turn, as a wave of lethargy
sweeps over it
Dispel Magic
Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous Choose one creature, object, or magical effect
within range. Creature targets may make a contested MNA check to
attempt to negate this spell. For creatures and objects, all spells,
enchantments, or other magical effects currently active on them
automatically end. Magical effects such as bounded fields or
concentration spells are automatically ended.
Mystic Codes and Equipment (opcional)
Equipment
- Armadura mediana.
- Lanza ligera.
- Auto familiar
Mystic Codes
Colgante de sintonía
Código Místico, 4 de riqueza
Historia