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You are a student of fine creation. You gain Proficiency and Expertise with [[Adventuring Gear#Artisan's Tools|Jeweler's Tools]].<br> | You are a student of fine creation. You gain Proficiency and Expertise with [[Adventuring Gear#Artisan's Tools|Jeweler's Tools]].<br> | ||
Also, while you are in sunlight you can spend 1 hour using a Set of [[Adventruing Gear#Artisan's Tools|Jewler's Tools]] to modify a gem you touch so that it absorbs the radiant light of the sun. As an Action, you can release the sunlight bound within the gem, causing it to emit Bright Light out to a Range of 30ft and Dim Light an additional 30ft. After 24 hours, gems modified in this way return to normal. | Also, while you are in sunlight you can spend 1 hour using a Set of [[Adventruing Gear#Artisan's Tools|Jewler's Tools]] to modify a gem you touch so that it absorbs the radiant light of the sun. As an Action, you can release the sunlight bound within the gem, causing it to emit Bright Light out to a Range of 30ft and Dim Light an additional 30ft. After 24 hours, gems modified in this way return to normal. | ||
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==== Equestrianism ==== | |||
You have developed a great love for the care of horses. You gain Proficiency in Animal Handling. Whenever you would make a Wisdom (Animal Handling) Check, you can make an Intelligence (Animal Handling) Check instead. Also, you have Advantage on any Wisdom or Intelligence (Animal Handling) Checks you make in relation to caring for, riding, or breeding of horses, you have Advantage on your roll.<br> | |||
Finally, while mounted, you add your Intelligence Modifier to any Ability Check or Saving Throw your mount makes. | |||
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==== | ==== Instruction ==== | ||
You | You have dedicated a significant amount of your studies to the art of education. At the end of a Long Rest, you can teach a creature that can hear you one Proficiency or [[Languages|Language]] you know. Until the end of your next Long Rest, that creature gains Proficiency in one [[Adventuring Gear#Tools|Tool]], Skill, or [[Armor and Weapons#Weapons|Weapon]] of your choice, or learns to speak and understand one [[Languages|Language] of your choice. | ||
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You learn to speak, read, and write a number of [[Languages]] equal to your Intelligence Modifier.<br> | You learn to speak, read, and write a number of [[Languages]] equal to your Intelligence Modifier.<br> | ||
Whenever you make a Charisma (Deception), Charisma (Persuasion), or Wisdom (Insight) check against a creature you are interacting with in a Language other than Common, as long as it can understand that Language, you treat any roll of 9 or lower on the d20 as a 10 in addition to the Advantage granted normally. | Whenever you make a Charisma (Deception), Charisma (Persuasion), or Wisdom (Insight) check against a creature you are interacting with in a Language other than Common, as long as it can understand that Language, you treat any roll of 9 or lower on the d20 as a 10 in addition to the Advantage granted normally. | ||
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==== Marksmanship ==== | |||
You gain Proficiency with all [[Armor and Weapons#Martial Ranged Weapons|Martial Ranged Weapons]]. When you make a Ranged Weapon Attack, you can use your Intellect Die in place of the Weapon's Damage Die. | |||
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==== Meditation ==== | |||
You make time each day to clear your mind and keep it sharp. Whenever you roll an Intellect Die and you roll a 1, you can reroll that Intellect Die until you roll a result greater than 1.<br> | |||
You can master this Pursuit up to three times, increasing the number you reroll by one each time. | |||
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==== Musicianship ==== | |||
You have an ear for music and song. You gain Proficiency in Performance and three [[Adventuring Gear#Tools|Musical Instruments]] of your choice. Whenever you make a Charisma (Performance) Check, or an Ability Check that uses a [[Adventuring Gear#Tools|Musical Instrument]] with which you are Proficient with, you gain a bonus to the roll equal to your Intelligence modifier. | |||
==== Navigation ==== | |||
You gain Proficiency and Expertise with [[Adventuring Gear#Artisan's Tools|Cartographer's Tools]], [[Adventuring Gear#General Tools|Navigator's Tools]], and [[Adventuring Gear#Vehicles|Water Vehicles]]. You can use your Intelligence Modifier for any Check you make with these [[Adventuring Gear#Tools|Tools]].<br> | |||
In addition, you can never become lost apart from magical means, so long as you can see the night sky or have a map. | |||
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You have spent significant time, effort, and research honing a singular skill. Choose a Skill or [[Adventuring Gear#Tools|Tool]] that you are Proficient with. When you make an Ability Check that uses the chosen Skill or [[Adventuring Gear#Tools|Tool]] Proficiency, you can treat a roll of 7 or lower on the d20 as an 8.<br> | You have spent significant time, effort, and research honing a singular skill. Choose a Skill or [[Adventuring Gear#Tools|Tool]] that you are Proficient with. When you make an Ability Check that uses the chosen Skill or [[Adventuring Gear#Tools|Tool]] Proficiency, you can treat a roll of 7 or lower on the d20 as an 8.<br> | ||
You can master this Scholarly Pursuit more than once, but you must choose a different Proficiency each time. | You can master this Scholarly Pursuit more than once, but you must choose a different Proficiency each time. | ||
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==== Theology ==== | |||
You are a devoted student of the divine. You learn to speak, read, and write [[Languages#High-Speech|High-Speech]] and gain Proficiency in Religion.<br> | |||
Whenever you make an Intelligence (Religion) check to recall religious devotions, rituals, or customs, or a Charisma check to interact with a Highling, or another servant of the divine, you can treat a roll of 9 or lower on the d20 as a 10. | |||
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