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{{OGL Top}} ==Adept== ===Making a Adept=== {| class="zebra d20" |+ <div>{{Anchor|Table: The Adept}}</div> [[SRD:Hit Dice|Hit Die]]: d6 |- ! rowspan="2" | Level ! rowspan="2" | [[BAB|Base<br/>Attack Bonus]] ! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s ! rowspan="2" | Special ! colspan="10" | [[#Spells|Spells per Day]] |- {{#vardefine:odd|0}} ! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]] ! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> |- |1st|| class="left" | +0 || +0 || +0 || +2 | class="left" | |3||1||β||β||β||β |- |2nd|| class="left" | +1 || +0 || +0 || +3 | class="left" | [[#Summon Familiar|Summon Familiar]] |3||1||β||β||β||β |- |3rd|| class="left" | +1 || +1 || +1 || +3 | class="left" | |3||2||β||β||β||β |- |4th||class="left" | +2 || +1 || +1 || +4 | class="left" | |3||2||0||β||β||β |- |5th||class="left" | +2 || +1 || +1 || +4 | class="left" | |3||2||1||β||β||β |- |6th||class="left" | +3 || +2 || +2 || +5 | class="left" | |3||2||1||β||β||β |- |7th||class="left" | +3 || +2 || +2 || +5 | class="left" | |3||3||2||β||β||β |- |8th||class="left" | +4 || +2 || +2 || +6 | class="left" | |3||3||2||0||β||β |- |9th||class="left" | +4 || +3 || +3 || +6 | class="left" | |3||3||2||1||β||β |- |10th||class="left" | +5 || +3 || +3 || +7 | class="left" | |3||3||2||1||β||β |- |11th||class="left" | +5 || +3 || +3 || +7 | class="left" | |3||3||3||2||β||β |- |12th||class="left" | +6/+1 || +4 || +4 || +8 | class="left" | |3||3||3||2||0||β |- |13th||class="left" | +6/+1 || +4 || +4 || +8 | class="left" | |3||3||3||2||1||β |- |14th||class="left" | +7/+2 || +4 || +4 || +9 | class="left" | |3||3||3||2||1||β |- |15th||class="left" | +7/+2 || +5 || +5 || +9 | class="left" | |3||3||3||3||2||β |- |16th||class="left" | +8/+3 || +5 || +5 || +10 | class="left" | |3||3||3||3||2||0 |- |17th||class="left" | +8/+3 || +5 || +5 || +10 | class="left" | |3||3||3||3||2||1 |- |18th||class="left" | +9/+4 || +6 || +6 || +11 | class="left" | |3||3||3||3||2||1 |- |19th||class="left" | +9/+4 || +6 || +6 || +11 | class="left" | |3||3||3||3||3||2 |- |20th||class="left" | +10/+5 || +6 || +6 || +12 | class="left" | |3||3||3||3||3||2 |- class="noalt" | colspan="42" class="skill" | '''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, ×4 at 1st level)'''<br/> [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Heal Skill|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge Skill|Knowledge]] (all skills taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]). |} ====Class Features==== All of the following are [[SRD:Class|class]] features of the adept NPC [[SRD:Class|class]]. '''Weapon and Armor Proficiency:''' Adepts are skilled with all [[SRD:Simple Weapon Proficiency|simple weapons]]. Adepts are not proficient with any type of armor nor with shields. '''{{Anchor|Spells}}:''' An adept casts [[SRD:Divine Spells|divine spells]] which are drawn from the adept spell list (see below). Like a [[SRD:Cleric|cleric]], an adept must choose and prepare her spells in advance. Unlike a [[SRD:Cleric|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 adeptβs spell is 10 + the spell level + the adeptβs Wisdom modifier. 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: The Adept 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 adeptβs magical tradition. Adepts choose their spells from the following list. 0—''[[SRD:Create Water|create water]]'', ''[[SRD:Cure Minor Wounds|cure minor wounds]]'', ''[[SRD:Detect Magic|detect magic]]'', ''[[SRD:Ghost Sound|ghost sound]]'', ''[[SRD:Guidance|guidance]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mending|mending]]'', ''[[SRD:Purify Food and Drink|purify food and drink]]'', ''[[SRD:Read Magic|read magic]]'', ''[[SRD:Touch of Fatigue|touch of fatigue]]''. 1st—''[[SRD:Bless|bless]]'', ''[[SRD:Burning Hands|burning hands]]'', ''[[SRD:Cause Fear|cause fear]]'', ''[[SRD:Command|command]]'', ''[[SRD:Comprehend Languages|comprehend languages]]'', ''[[SRD:Cure Light Wounds|cure light wounds]]'', ''[[SRD:Detect Chaos|detect chaos]]'', ''[[SRD:Detect Evil|detect evil]]'', ''[[SRD:Detect Good|detect good]]'', ''[[SRD:Detect Law|detect law]]'', ''[[SRD:Endure Elements|endure elements]]'', ''[[SRD:Obscuring Mist|obscuring mist]]'', ''[[SRD:Protection from Chaos|protection from chaos]]'', ''[[SRD:Protection from Evil|protection from evil]]'', ''[[SRD:Protection from Good|protection from good]]'', ''[[SRD:Protection from Law|protection from law]]'', ''[[SRD:Sleep|sleep]]''. 2nd—''[[SRD:Aid|aid]]'', ''[[SRD:Animal Trance|animal trance]]'', ''[[SRD:Bear's Endurance|bearβs endurance]]'', ''[[SRD:Bull's Strength|bullβs strength]]'', ''[[SRD:Cat's Grace|catβs grace]]'', ''[[SRD:Cure Moderate Wounds|cure moderate wounds]]'', ''[[SRD:Darkness|darkness]]'', ''[[SRD:Delay Poison|delay poison]]'', ''[[SRD:Invisibility|invisibility]]'', ''[[SRD:Mirror Image|mirror image]]'', ''[[SRD:Resist Energy|resist energy]]'', ''[[SRD:Scorching Ray|scorching ray]]'', ''[[SRD:See Invisibility|see invisibility]]'', ''[[SRD:Web|web]]''. 3rd—''[[SRD:Animate Dead|animate dead]]'', ''[[SRD:Bestow Curse|bestow curse]]'', ''[[SRD:Contagion|contagion]]'', ''[[SRD:Continual Flame|continual flame]]'', ''[[SRD:Cure Serious Wounds|cure serious wounds]]'', ''[[SRD:Daylight|daylight]]'', ''[[SRD:Deeper Darkness|deeper darkness]]'', ''[[SRD:Lightning Bolt|lightning bolt]]'', ''[[SRD:Neutralize Poison|neutralize poison]]'', ''[[SRD:Remove Curse|remove curse]]'', ''[[SRD:Remove Disease|remove disease]]'', ''[[SRD:Tongues|tongues]]''. 4th—''[[SRD:Cure Critical Wounds|cure critical wounds]]'', ''[[SRD:Minor Creation|minor creation]]'', ''[[SRD:Polymorph|polymorph]]'', ''[[SRD:Restoration|restoration]]'', ''[[SRD:Stoneskin|stoneskin]]'', ''[[SRD:Wall of Fire|wall of fire]]''. 5th—''[[SRD:Baleful Polymorph|baleful polymorph]]'', ''[[SRD:Break Enchantment|break enchantment]]'', ''[[SRD:Commune|commune]]'', ''[[SRD:Heal|heal]]'', ''[[SRD:Major Creation|major creation]]'', ''[[SRD:Raise Dead|raise dead]]'', ''[[SRD:True Seeing|true seeing]]'', ''[[SRD:Wall of Stone|wall of stone]]''. '''{{Anchor|Summon Familiar}}:''' At 2nd level, an adept can obtain a [[SRD:Familiars|familiar]] (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small [[SRD:Animal Type|animal]] and is unusually tough and intelligent. The creature serves as a companion and servant. The adept chooses the kind of familiar he gets. As the adept advances in level, his familiar also increases in power. If the [[SRD:Familiars|familiar]] dies or is dismissed by the adept, the adept must attempt a DC 15 [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]]. Failure means he loses 200 experience points per adept level; success reduces the loss to one-half that amount. However, a adeptβs experience point total can never go below 0 as the result of a familiarβs demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the [[SRD:Dead|dead]] just as a character can be, and it does not lose a level or a [[SRD:Constitution|Constitution]] point when this happy event occurs. A character with more than one [[SRD:Class|class]] that grants a [[SRD:Familiars|familiar]] may have only one familiar at a time. {{:SRD:Familiars}} {{SRD Class Footer}} [[Category:NPC Class|{{BASEPAGENAME}}]]
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